Code edit (1 edits merged)
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User prompt
the boy can collect items and they follow him on his head
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remove sound cus it id bugged
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add cooldown to sound to only start playing after 921ms after playing the sound passed
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sounds are overlapping and rappidly playing always FIX THE BUG
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and stop sound when he stops moving, the play again when he is moving
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sound is played when he isnt moving
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slow the sound down and only play it when he is moving
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Add cooldown mechanism for soundsto prevent rapid re-triggering.
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the footsteps sound is for the boy when he is walking
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prevent trees from cluttering up,
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increase distance to 500 pixels
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trees should have a distance of min. 100 pixels to another
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remove grassy texture asset
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more trees
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sword desription should come up when walking over the word
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reduce to 1.5 second, also add description to the sword
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decrease cooldown a lil bit
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give a cooldown to messages
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i meant prevent same messages from being shown at the same time not that it is one time see only
/**** 
* Plugins
****/ 
var tween = LK.import("@upit/tween.v1");
/**** 
* Classes
****/ 
//<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
	});
	self.move = function (x, y, obj) {
		var game_position = game.toLocal(obj.global);
		self.x = game_position.x;
		self.y = game_position.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
	});
	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
	});
	self.interact = function () {
		// Define interaction logic
		console.log("PuzzleElement interacted with by ForestSpirit!");
		// Additional interaction logic can be added here
	};
});
// Sword class representing a collectible item
var Sword = Container.expand(function () {
	var self = Container.call(this);
	var swordGraphics = self.attachAsset('sword', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.collect = function () {
		console.log("Sword collected!");
		// Logic for what happens when the sword is collected
		self.destroy(); // Remove the sword from the game
	};
});
// Tree class representing an obstacle
var Tree = Container.expand(function () {
	var self = Container.call(this);
	var treeGraphics = self.attachAsset('tree', {
		anchorX: 0.5,
		anchorY: 0.5,
		alpha: 1.0
	});
	// Prevent movement through the tree
	self.intersects = function (character) {
		return character.intersects(treeGraphics);
	};
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x8FBC8F
	// Init game with a soft blue-green background to mimic watercolor style
});
/**** 
* Game Code
****/ 
// Initialize sword and add it to the game
var sword = new Sword();
sword.x = Math.random() * 2048; // Random X position
sword.y = Math.random() * 2732; // Random Y position
game.addChild(sword);
// Update game logic to handle sword collection
game.update = function () {
	atmosphericEffects.update(); // Update atmospheric effects each frame
	// Check for collisions with trees
	for (var i = 0; i < trees.length; i++) {
		if (forestSpirit.intersects(trees[i])) {
			forestSpirit.x = forestSpirit.lastX;
			forestSpirit.y = forestSpirit.lastY;
		} else {
			forestSpirit.lastX = forestSpirit.x;
			forestSpirit.lastY = forestSpirit.y;
		}
	}
	// Check if ForestSpirit collects the sword
	if (forestSpirit.intersects(sword)) {
		sword.collect();
		showNarrative("The ForestSpirit discovers a mystical sword, its blade shimmering with ancient power.");
	}
	// Existing update logic...
	if (humanChild.initialFear) {
		humanChild.x += (Math.random() - 0.5) * 5;
		humanChild.y += (Math.random() - 0.5) * 5;
		humanChild.trustLevel += 0.005;
		if (humanChild.trustLevel > 1) {
			humanChild.initialFear = false;
		}
	} else {
		if (!humanChild.initialFear) {
			humanChild.follow(forestSpirit);
		}
	}
	if (forestSpirit.lastX === undefined) {
		forestSpirit.lastX = forestSpirit.x;
	}
	if (forestSpirit.lastY === undefined) {
		forestSpirit.lastY = forestSpirit.y;
	}
	forestSpirit.lastX = forestSpirit.x;
	forestSpirit.lastY = forestSpirit.y;
};
// Initialize trees and add them to the game
var puzzleElements = [];
var trees = [];
var forestSpirit = new ForestSpirit();
var humanChild = new HumanChild();
var scatteredToys = [];
var animalFootprints = [];
for (var i = 0; i < 6; i++) {
	var tree = new Tree();
	do {
		tree.x = Math.random() * 2048;
		tree.y = Math.random() * 2732;
	} while (trees.some(function (existingTree) {
		return Math.abs(existingTree.x - tree.x) < 100 && Math.abs(existingTree.y - tree.y) < 100;
	}) || Math.abs(tree.x - forestSpirit.x) < 100 && Math.abs(tree.y - forestSpirit.y) < 100 || Math.abs(tree.x - humanChild.x) < 100 && Math.abs(tree.y - humanChild.y) < 100 || puzzleElements.some(function (puzzleElement) {
		return Math.abs(puzzleElement.x - tree.x) < 100 && Math.abs(puzzleElement.y - tree.y) < 100;
	}) || Math.abs(tree.x - scatteredToys.x) < 100 && Math.abs(tree.y - scatteredToys.y) < 100 || Math.abs(tree.x - animalFootprints.x) < 100 && Math.abs(tree.y - animalFootprints.y) < 100 || trees.some(function (existingTree) {
		return Math.abs(existingTree.x - tree.x) < 100 && Math.abs(existingTree.y - tree.y) < 100;
	}) || scatteredToys.some(function (toy) {
		return Math.abs(toy.x - tree.x) < 100 && Math.abs(toy.y - tree.y) < 100;
	}) || animalFootprints.some(function (footprint) {
		return Math.abs(footprint.x - tree.x) < 100 && Math.abs(footprint.y - tree.y) < 100;
	})); // Ensure distance from all objects
	trees.push(tree);
	game.addChild(tree);
}
// Update game logic to handle tree collisions
game.update = function () {
	atmosphericEffects.update(); // Update atmospheric effects each frame
	// Check for collisions with trees
	for (var i = 0; i < trees.length; i++) {
		if (forestSpirit.intersects(trees[i])) {
			forestSpirit.x = forestSpirit.lastX;
			forestSpirit.y = forestSpirit.lastY;
		} else {
			// Ensure last positions are updated only when not intersecting
			forestSpirit.lastX = forestSpirit.x;
			forestSpirit.lastY = forestSpirit.y;
		}
	}
	// Disable functionality for objects outside the frame
	if (forestSpirit.x < 0 || forestSpirit.x > 2048 || forestSpirit.y < 0 || forestSpirit.y > 2732) {
		// Disable or limit functionality for forestSpirit
		forestSpirit.controlWind = function () {};
		forestSpirit.manipulateFoliage = function () {};
		forestSpirit.controlShadows = function () {};
	}
	if (humanChild.x < 0 || humanChild.x > 2048 || humanChild.y < 0 || humanChild.y > 2732) {
		// Disable or limit functionality for humanChild
		humanChild.follow = function () {};
	}
	// Existing update logic...
	if (humanChild.initialFear) {
		humanChild.x += (Math.random() - 0.5) * 5;
		humanChild.y += (Math.random() - 0.5) * 5;
		humanChild.trustLevel += 0.005;
		if (humanChild.trustLevel > 1) {
			humanChild.initialFear = false;
		}
	} else {
		if (!humanChild.initialFear) {
			humanChild.follow(forestSpirit);
		}
	}
	if (forestSpirit.lastX === undefined) {
		forestSpirit.lastX = forestSpirit.x;
	}
	if (forestSpirit.lastY === undefined) {
		forestSpirit.lastY = forestSpirit.y;
	}
	forestSpirit.lastX = forestSpirit.x;
	forestSpirit.lastY = forestSpirit.y;
	// Existing coordinate checks...
};
//<Write imports for supported plugins here> 
// Initialize background image
// Add background image to the game
var narrativeCooldown = false;
function showNarrative(text) {
	if (narrativeCooldown) {
		return;
	}
	narrativeCooldown = true;
	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 / 16, 2048 - narrativeText.width);
	narrativeText.y = Math.min(2732 / 4, 2732 - narrativeText.height / 2) + LK.gui.center.children.length * narrativeText.height;
	LK.gui.center.addChild(narrativeText);
	// Animate the narrative text to fade out and then remove it 
	tween(narrativeText, {
		alpha: 0
	}, {
		duration: 2000,
		easing: tween.easeOut,
		onFinish: function onFinish() {
			LK.gui.center.removeChild(narrativeText);
			LK.setTimeout(function () {
				narrativeCooldown = false;
			}, 1500); // Cooldown period of 1.5 seconds
		}
	});
}
/** 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();
		// Trigger a narrative event to show the bond between ForestSpirit and HumanChild
		showNarrative("The ForestSpirit gently guides the lost child,\ntheir bond growing stronger with each step.");
	}
	// 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,\nnow 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,\nguiding 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
		// Trigger a narrative event to show the bond between ForestSpirit and HumanChild
		showNarrative("The ForestSpirit whispers words of comfort to the lost child,\ntheir journey intertwined.");
	}
	// 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
		// Trigger a narrative event to show the bond between ForestSpirit and HumanChild
		showNarrative("In a serene clearing, the ForestSpirit and the lost child\nfind solace in each other's presence.");
	}
};
// 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
@@ -220,15 +220,8 @@
 };
 //<Write imports for supported plugins here> 
 // 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);
 var narrativeCooldown = false;
 function showNarrative(text) {
 	if (narrativeCooldown) {
 		return;