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Now instand of one big line, separate the Text in 2 lines
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Move The writings more to the left
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Move The writings more to theleft
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Even more
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More to the left
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Move The writings more to The left
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Make The writings disparat After a while with a animation ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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The writings are bugging out of The frame
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the forest spirit should move at the speed of the cursor
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disable the abilities for the first level
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do what i said
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same problem
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there is which makes more than one forest spirit,
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fix errors
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make the game function
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give the background a grassy texture like in a forest
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give the background a seperate image
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there is still the same bug, make sure there is only one spirit entity which is on the mouse cursor
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there is this weird bug which makes the spirit duplicate, remove/ fix it
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Please fix the bug: 'TypeError: LK.showNarrative is not a function' in or related to this line: 'LK.showNarrative("The animal footprints reveal the presence of unseen wildlife, guiding the way.");' Line Number: 270
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Please fix the bug: 'LK.createAtmosphericEffects is not a function' in or related to this line: 'var atmosphericEffects = LK.createAtmosphericEffects({' Line Number: 213
Code edit (1 edits merged)
Please save this source code
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Optimize performance for smooth gameplay." * "Ensure the game is compatible with various platforms (PC, mobile, consoles).
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The story should unfold through environmental storytelling and subtle character interactions.
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The child should be initially scared and hesitant, but gradually learn to trust the spirit and the magic of the woods.
/****
* Classes
****/
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
// ForestSpirit class representing the main character
var ForestSpirit = Container.expand(function () {
var self = Container.call(this);
var spiritGraphics = self.attachAsset('forestSpirit', {
anchorX: 0.5,
anchorY: 0.5,
// Apply watercolor effect
tint: 0x22d51e,
// Vibrant green tint
alpha: 0.8,
// Slight transparency for watercolor effect
effects: {
etherealGlow: true
} // Add ethereal glow effect
});
self.move = function (x, y, obj) {
self.x = x;
self.y = y;
};
self.controlWind = function (direction, strength) {
console.log("Controlling wind: ".concat(direction, " with strength: ").concat(strength));
// Logic to move platforms or sway branches based on wind direction and strength
};
self.manipulateFoliage = function (action, target) {
console.log("Manipulating foliage: ".concat(action, " on target: ").concat(target));
// Logic to grow vines, shrink/enlarge trees, or create stepping stones
};
self.controlShadows = function (action, target) {
console.log("Controlling shadows: ".concat(action, " on target: ").concat(target));
// Logic to create platforms, distract enemies, or mimic the child's movements
};
});
// HumanChild class representing the lost child
var HumanChild = Container.expand(function () {
var self = Container.call(this);
var childGraphics = self.attachAsset('humanChild', {
anchorX: 0.5,
anchorY: 0.5,
// Apply watercolor effect
tint: 0x96d727,
// Deep brown tint
alpha: 0.8,
// Slight transparency for watercolor effect
effects: {
etherealGlow: true
} // Add ethereal glow effect
});
self.follow = function (target) {
// Simple follow logic
self.x += (target.x - self.x) * 0.05;
self.y += (target.y - self.y) * 0.05;
};
});
// PuzzleElement class for interactive elements
var PuzzleElement = Container.expand(function () {
var self = Container.call(this);
var elementGraphics = self.attachAsset('puzzleElement', {
anchorX: 0.5,
anchorY: 0.5,
// Apply watercolor effect
tint: 0xf7c279,
// Soft blue tint
alpha: 0.8,
// Slight transparency for watercolor effect
effects: {
etherealGlow: true
} // Add ethereal glow effect
});
self.interact = function () {
// Define interaction logic
console.log("PuzzleElement interacted with by ForestSpirit!");
// Additional interaction logic can be added here
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x8FBC8F,
// Init game with a soft blue-green background to mimic watercolor style
effects: {
etherealGlow: true,
// Add ethereal glow effect to enhance dreamlike atmosphere
dynamicLighting: true // Add dynamic lighting effect to enhance mood
}
});
/****
* Game Code
****/
// Initialize background image
// Add background image to the game
var grassyBackground = LK.getAsset('grassyTexture', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
game.addChild(grassyBackground);
function showNarrative(text) {
console.log("Narrative: " + text);
// Additional logic to display narrative text on the screen can be added here
// For example, you could create a Text2 object to display the narrative
var narrativeText = new Text2(text, {
size: 50,
fill: 0xFFFFFF,
align: "center"
});
narrativeText.anchor.set(0.5, 0.5);
narrativeText.x = 2048 / 2;
narrativeText.y = 2732 / 4;
LK.gui.center.addChild(narrativeText);
// Remove the narrative text after a few seconds
LK.setTimeout(function () {
LK.gui.center.removeChild(narrativeText);
}, 5000);
}
/** Assets
**/
function transitionToNextLevel() {
console.log("Transitioning to the next level...");
// Check if ForestSpirit reached a specific X and Y coordinate (e.g., 1500, 1000)
if (forestSpirit.lastY <= 900 && forestSpirit.y > 900 && forestSpirit.lastX <= 1300 && forestSpirit.x > 1300) {
console.log("ForestSpirit and HumanChild share a moment of connection.");
// Trigger a narrative event to show the bond between ForestSpirit and HumanChild
showNarrative("In a serene clearing, the ForestSpirit and the lost child find solace in each other's presence.");
// Additional logic for this narrative event can be added here
}
if (forestSpirit.lastX <= 1200 && forestSpirit.x > 1200) {
console.log("ForestSpirit and HumanChild share a moment of connection.");
// Trigger a narrative event to show the bond between ForestSpirit and HumanChild
showNarrative("The ForestSpirit whispers words of comfort to the lost child, their journey intertwined.");
// Additional logic for this narrative event can be added here
}
if (forestSpirit.lastY <= 800 && forestSpirit.y > 800) {
console.log("ForestSpirit and HumanChild share a moment of connection.");
// Trigger a narrative event to show the bond between ForestSpirit and HumanChild
showNarrative("The ForestSpirit gently guides the lost child, their bond growing stronger with each step.");
// Additional logic for this narrative event can be added here
}
for (var i = 0; i < puzzleElements.length; i++) {
puzzleElements[i].destroy();
}
puzzleElements = [];
// Logic to set up the next level with unique features
var levelType = Math.floor(Math.random() * 3); // Randomly select a level type
for (var i = 0; i < 5; i++) {
var puzzleElement = new PuzzleElement();
puzzleElement.x = Math.random() * 2048;
puzzleElement.y = Math.random() * 2732;
puzzleElements.push(puzzleElement);
game.addChild(puzzleElement);
// Add unique features based on level type
if (levelType === 0) {
// Level with more foliage challenges
forestSpirit.manipulateFoliage('grow', 'vines');
forestSpirit.manipulateFoliage('enlarge', 'tree');
} else if (levelType === 1) {
// Level with more wind challenges
forestSpirit.controlWind('left', 4);
forestSpirit.controlWind('right', 3);
} else if (levelType === 2) {
// Level with more shadow challenges
forestSpirit.controlShadows('mimic', 'child');
forestSpirit.controlShadows('create', 'platform');
}
}
// Reset ForestSpirit and HumanChild positions
forestSpirit.x = 1024;
forestSpirit.y = 1366;
humanChild.x = 800;
humanChild.y = 1500;
}
// Initialize game elements
var forestSpirit = new ForestSpirit();
forestSpirit.lastX = 1024; // Center horizontally
forestSpirit.lastY = 1366; // Center vertically
forestSpirit.x = forestSpirit.lastX;
forestSpirit.y = forestSpirit.lastY;
game.addChild(forestSpirit);
var humanChild = game.addChild(new HumanChild());
humanChild.x = 800; // Initial position
humanChild.y = 1500; // Initial position
humanChild.initialFear = true; // Start with fear
humanChild.trustLevel = 0; // Initial trust level
var puzzleElements = [];
// Add visual storytelling elements
var scatteredToys = LK.getAsset('scatteredToys', {
anchorX: 0.5,
anchorY: 0.5
});
scatteredToys.x = 500;
scatteredToys.y = 1200;
game.addChild(scatteredToys);
// Initialize lastX and lastY for scatteredToys if not already set
if (scatteredToys.lastX === undefined) {
scatteredToys.lastX = scatteredToys.x;
}
if (scatteredToys.lastY === undefined) {
scatteredToys.lastY = scatteredToys.y;
}
// Update lastX and lastY for scatteredToys
scatteredToys.lastX = scatteredToys.x;
scatteredToys.lastY = scatteredToys.y;
var animalFootprints = LK.getAsset('animalFootprints', {
anchorX: 0.5,
anchorY: 0.5
});
animalFootprints.x = 1500;
animalFootprints.y = 800;
game.addChild(animalFootprints);
// Initialize lastX and lastY for animalFootprints if not already set
if (animalFootprints.lastX === undefined) {
animalFootprints.lastX = animalFootprints.x;
}
if (animalFootprints.lastY === undefined) {
animalFootprints.lastY = animalFootprints.y;
}
// Update lastX and lastY for animalFootprints
animalFootprints.lastX = animalFootprints.x;
animalFootprints.lastY = animalFootprints.y;
var initialLevelType = Math.floor(Math.random() * 3); // Randomly select initial level type
for (var i = 0; i < 5; i++) {
var puzzleElement = new PuzzleElement();
puzzleElement.x = Math.random() * 2048;
puzzleElement.y = Math.random() * 2732;
puzzleElements.push(puzzleElement);
game.addChild(puzzleElement);
// Add unique features based on initial level type
if (initialLevelType === 0) {
forestSpirit.manipulateFoliage('grow', 'vines');
forestSpirit.manipulateFoliage('enlarge', 'tree');
} else if (initialLevelType === 1) {
forestSpirit.controlWind('left', 4);
forestSpirit.controlWind('right', 3);
} else if (initialLevelType === 2) {
forestSpirit.controlShadows('mimic', 'child');
forestSpirit.controlShadows('create', 'platform');
}
}
// Initialize atmospheric effects
var atmosphericEffects = {
fogDensity: 0.5,
lightIntensity: 0.8,
update: function update() {
// Custom logic to update atmospheric effects each frame
console.log("Updating atmospheric effects with fogDensity:", this.fogDensity, "and lightIntensity:", this.lightIntensity);
}
};
// Game update logic
game.update = function () {
atmosphericEffects.update(); // Update atmospheric effects each frame
if (humanChild.initialFear) {
// HumanChild hesitates and moves erratically
humanChild.x += (Math.random() - 0.5) * 5; // Reduced movement range for smoother transition
humanChild.y += (Math.random() - 0.5) * 5; // Reduced movement range for smoother transition
// Gradually increase trust level
humanChild.trustLevel += 0.005; // Slower trust increase for more gradual transition
if (humanChild.trustLevel > 1) {
humanChild.initialFear = false; // Overcome fear
}
} else {
// HumanChild follows ForestSpirit smoothly
// Ensure HumanChild follows ForestSpirit smoothly after overcoming initial fear
if (!humanChild.initialFear) {
humanChild.follow(forestSpirit);
}
}
// Initialize lastX and lastY if not already set
if (forestSpirit.lastX === undefined) {
forestSpirit.lastX = forestSpirit.x;
}
if (forestSpirit.lastY === undefined) {
forestSpirit.lastY = forestSpirit.y;
}
// Update lastX and lastY for ForestSpirit
forestSpirit.lastX = forestSpirit.x;
forestSpirit.lastY = forestSpirit.y;
// Check if ForestSpirit reached a specific Y coordinate (e.g., 1000)
if (forestSpirit.lastY <= 1000 && forestSpirit.y > 1000) {
console.log("ForestSpirit reached Y coordinate 1000!");
// Trigger foliage manipulation ability
forestSpirit.manipulateFoliage('grow', 'vines');
// Additional logic for reaching this coordinate can be added here
// Example: Unlock a new path or reveal a hidden area
// Trigger wind control ability
forestSpirit.controlWind('up', 3);
// Discover a secret area
console.log("A secret area is discovered!");
// Logic to discover a secret area
// Transition to next level
transitionToNextLevel();
}
// Check interactions with puzzle elements
for (var i = 0; i < puzzleElements.length; i++) {
if (forestSpirit.intersects(puzzleElements[i])) {
puzzleElements[i].interact();
// Example: Solve a puzzle or activate a mechanism
}
}
// Check interaction with scattered toys for storytelling
if (forestSpirit.intersects(scatteredToys)) {
console.log("ForestSpirit finds scattered toys, hinting at the child's past.");
showNarrative("The scattered toys tell a story of a child's playful past, now lost in the woods.");
}
// Check interaction with animal footprints for storytelling
if (forestSpirit.intersects(animalFootprints)) {
console.log("ForestSpirit discovers animal footprints, hinting at the presence of wildlife.");
showNarrative("The animal footprints reveal the presence of unseen wildlife, guiding the way.");
}
// Check if ForestSpirit reached a specific X coordinate (e.g., 1500)
if (forestSpirit.lastX <= 1500 && forestSpirit.x > 1500) {
console.log("ForestSpirit reached X coordinate 1500!");
// Trigger wind control ability
forestSpirit.controlWind('right', 5);
// Additional logic for reaching this coordinate can be added here
// Example: Move a platform or clear an obstacle
// Trigger shadow control ability
forestSpirit.controlShadows('distract', 'enemy');
// Reveal a hidden path
console.log("A hidden path is revealed!");
// Logic to reveal a hidden path or secret area
}
// Check if ForestSpirit reached a specific X and Y coordinate (e.g., 1500, 1000)
if (forestSpirit.lastY <= 1000 && forestSpirit.y > 1000 && forestSpirit.lastX <= 1500 && forestSpirit.x > 1500) {
console.log("ForestSpirit reached X and Y coordinates 1500, 1000!");
// Trigger shadow control ability
forestSpirit.controlShadows('create', 'platform');
// Additional logic for reaching this coordinate can be added here
// Example: Create a temporary platform or open a secret passage
// Trigger foliage manipulation ability
forestSpirit.manipulateFoliage('shrink', 'tree');
// Reveal a hidden path
console.log("A hidden path is revealed!");
// Logic to reveal a hidden path or secret area
}
};
// Handle touch/mouse events
game.down = function (x, y, obj) {
forestSpirit.move(x, y, obj);
// Additional logic for platform-specific adjustments can be added here
};
game.move = function (x, y, obj) {
// Ensure only one instance of ForestSpirit follows the mouse cursor
if (!forestSpirit) {
forestSpirit = new ForestSpirit();
game.addChild(forestSpirit);
}
forestSpirit.x = x;
forestSpirit.y = y;
// Additional logic for platform-specific adjustments can be added here
};
game.up = function (x, y, obj) {
// Optional: Add logic for when touch/mouse is released
}; ===================================================================
--- original.js
+++ change.js
@@ -105,8 +105,22 @@
game.addChild(grassyBackground);
function showNarrative(text) {
console.log("Narrative: " + text);
// Additional logic to display narrative text on the screen can be added here
+ // For example, you could create a Text2 object to display the narrative
+ var narrativeText = new Text2(text, {
+ size: 50,
+ fill: 0xFFFFFF,
+ align: "center"
+ });
+ narrativeText.anchor.set(0.5, 0.5);
+ narrativeText.x = 2048 / 2;
+ narrativeText.y = 2732 / 4;
+ LK.gui.center.addChild(narrativeText);
+ // Remove the narrative text after a few seconds
+ LK.setTimeout(function () {
+ LK.gui.center.removeChild(narrativeText);
+ }, 5000);
}
/** Assets
**/
function transitionToNextLevel() {
@@ -183,8 +197,16 @@
});
scatteredToys.x = 500;
scatteredToys.y = 1200;
game.addChild(scatteredToys);
+// Initialize lastX and lastY for scatteredToys if not already set
+if (scatteredToys.lastX === undefined) {
+ scatteredToys.lastX = scatteredToys.x;
+}
+if (scatteredToys.lastY === undefined) {
+ scatteredToys.lastY = scatteredToys.y;
+}
+// Update lastX and lastY for scatteredToys
scatteredToys.lastX = scatteredToys.x;
scatteredToys.lastY = scatteredToys.y;
var animalFootprints = LK.getAsset('animalFootprints', {
anchorX: 0.5,
@@ -192,8 +214,16 @@
});
animalFootprints.x = 1500;
animalFootprints.y = 800;
game.addChild(animalFootprints);
+// Initialize lastX and lastY for animalFootprints if not already set
+if (animalFootprints.lastX === undefined) {
+ animalFootprints.lastX = animalFootprints.x;
+}
+if (animalFootprints.lastY === undefined) {
+ animalFootprints.lastY = animalFootprints.y;
+}
+// Update lastX and lastY for animalFootprints
animalFootprints.lastX = animalFootprints.x;
animalFootprints.lastY = animalFootprints.y;
var initialLevelType = Math.floor(Math.random() * 3); // Randomly select initial level type
for (var i = 0; i < 5; i++) {
@@ -236,10 +266,20 @@
humanChild.initialFear = false; // Overcome fear
}
} else {
// HumanChild follows ForestSpirit smoothly
- humanChild.follow(forestSpirit);
+ // Ensure HumanChild follows ForestSpirit smoothly after overcoming initial fear
+ if (!humanChild.initialFear) {
+ humanChild.follow(forestSpirit);
+ }
}
+ // Initialize lastX and lastY if not already set
+ if (forestSpirit.lastX === undefined) {
+ forestSpirit.lastX = forestSpirit.x;
+ }
+ if (forestSpirit.lastY === undefined) {
+ forestSpirit.lastY = forestSpirit.y;
+ }
// Update lastX and lastY for ForestSpirit
forestSpirit.lastX = forestSpirit.x;
forestSpirit.lastY = forestSpirit.y;
// Check if ForestSpirit reached a specific Y coordinate (e.g., 1000)
@@ -306,8 +346,13 @@
forestSpirit.move(x, y, obj);
// Additional logic for platform-specific adjustments can be added here
};
game.move = function (x, y, obj) {
+ // Ensure only one instance of ForestSpirit follows the mouse cursor
+ if (!forestSpirit) {
+ forestSpirit = new ForestSpirit();
+ game.addChild(forestSpirit);
+ }
forestSpirit.x = x;
forestSpirit.y = y;
// Additional logic for platform-specific adjustments can be added here
};