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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 = Math.min(2048 / 2, 2048 - narrativeText.width / 2); narrativeText.y = Math.min(2732 / 4, 2732 - narrativeText.height / 2); 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 = Math.min(500, 2048 - scatteredToys.width / 2); scatteredToys.y = Math.min(1200, 2732 - scatteredToys.height / 2); 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 = Math.min(1500, 2048 - animalFootprints.width / 2); animalFootprints.y = Math.min(800, 2732 - animalFootprints.height / 2); 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'); // Ability disabled for the first level // 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); // Ability disabled for the first level // Discover a secret area console.log("A secret area is discovered!"); // Logic to discover a secret area // Transition to next level transitionToNextLevel(); } // 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'); // Ability disabled for the first level // 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'); // Ability disabled for the first level // Reveal a hidden path console.log("A hidden path is revealed!"); // Logic to reveal a hidden path or secret area } // 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) { forestSpirit.move(x, y, obj); // 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
@@ -93,10 +93,10 @@
/****
* Game Code
****/
-// Add background image to the game
// Initialize background image
+// Add background image to the game
var grassyBackground = LK.getAsset('grassyTexture', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
@@ -112,10 +112,10 @@
fill: 0xFFFFFF,
align: "center"
});
narrativeText.anchor.set(0.5, 0.5);
- narrativeText.x = 2048 / 2;
- narrativeText.y = 2732 / 4;
+ narrativeText.x = Math.min(2048 / 2, 2048 - narrativeText.width / 2);
+ narrativeText.y = Math.min(2732 / 4, 2732 - narrativeText.height / 2);
LK.gui.center.addChild(narrativeText);
// Remove the narrative text after a few seconds
LK.setTimeout(function () {
LK.gui.center.removeChild(narrativeText);
@@ -194,10 +194,10 @@
var scatteredToys = LK.getAsset('scatteredToys', {
anchorX: 0.5,
anchorY: 0.5
});
-scatteredToys.x = 500;
-scatteredToys.y = 1200;
+scatteredToys.x = Math.min(500, 2048 - scatteredToys.width / 2);
+scatteredToys.y = Math.min(1200, 2732 - scatteredToys.height / 2);
game.addChild(scatteredToys);
// Initialize lastX and lastY for scatteredToys if not already set
if (scatteredToys.lastX === undefined) {
scatteredToys.lastX = scatteredToys.x;
@@ -211,10 +211,10 @@
var animalFootprints = LK.getAsset('animalFootprints', {
anchorX: 0.5,
anchorY: 0.5
});
-animalFootprints.x = 1500;
-animalFootprints.y = 800;
+animalFootprints.x = Math.min(1500, 2048 - animalFootprints.width / 2);
+animalFootprints.y = Math.min(800, 2732 - animalFootprints.height / 2);
game.addChild(animalFootprints);
// Initialize lastX and lastY for animalFootprints if not already set
if (animalFootprints.lastX === undefined) {
animalFootprints.lastX = animalFootprints.x;