User prompt
Make a big corner meme but all's photo is different
User prompt
Make a little big corner meme foto but all the different
User prompt
Create all corner randomly meme photo
User prompt
Do back backrooms theme
User prompt
Make back color is blue
Code edit (1 edits merged)
Please save this source code
User prompt
Impossible Reflex
Initial prompt
Make a game the hardest game all the time
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Obstacle class: moves in a straight or curved unpredictable path, fast var Obstacle = Container.expand(function () { var self = Container.call(this); // Randomly pick a shape and color var type = Math.floor(Math.random() * 4); var assetId = 'obstacleBox'; if (type === 1) assetId = 'obstacleEllipse'; if (type === 2) assetId = 'obstacleBox2'; if (type === 3) assetId = 'obstacleEllipse2'; var obstacleGraphics = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); // Randomize size a bit for more chaos var scale = 0.8 + Math.random() * 0.7; obstacleGraphics.scaleX = scale; obstacleGraphics.scaleY = scale; // Movement: random direction, speed, and optional curve // Start position: randomly from one of the four edges var edge = Math.floor(Math.random() * 4); // 0: top, 1: right, 2: bottom, 3: left var startX = 0, startY = 0, endX = 0, endY = 0; var w = 2048, h = 2732; // For curved movement, we use a simple parametric curve (sin/cos offset) self.curve = Math.random() < 0.5; // 50% chance to curve self.curvePhase = Math.random() * Math.PI * 2; self.curveAmp = 80 + Math.random() * 120; // Speed: fast, but random self.speed = 22 + Math.random() * 18; // px per frame // Set start/end positions based on edge if (edge === 0) { // top startX = 100 + Math.random() * (w - 200); startY = -100; endX = 100 + Math.random() * (w - 200); endY = h + 100; } else if (edge === 1) { // right startX = w + 100; startY = 100 + Math.random() * (h - 200); endX = -100; endY = 100 + Math.random() * (h - 200); } else if (edge === 2) { // bottom startX = 100 + Math.random() * (w - 200); startY = h + 100; endX = 100 + Math.random() * (w - 200); endY = -100; } else { // left startX = -100; startY = 100 + Math.random() * (h - 200); endX = w + 100; endY = 100 + Math.random() * (h - 200); } self.x = startX; self.y = startY; self.startX = startX; self.startY = startY; self.endX = endX; self.endY = endY; // For movement progress self.progress = 0; // 0 to 1 // For collision detection self.lastIntersecting = false; // Update method: move along the path self.update = function () { // Move progress var dx = self.endX - self.startX; var dy = self.endY - self.startY; var dist = Math.sqrt(dx * dx + dy * dy); var totalFrames = dist / self.speed; self.progress += 1 / totalFrames; if (self.progress > 1.1) { self.progress = 1.1; } // Linear movement var px = self.startX + dx * self.progress; var py = self.startY + dy * self.progress; // Add curve if needed if (self.curve) { // Perpendicular direction var perpAngle = Math.atan2(dy, dx) + Math.PI / 2; var curveOffset = Math.sin(self.progress * Math.PI + self.curvePhase) * self.curveAmp; px += Math.cos(perpAngle) * curveOffset; py += Math.sin(perpAngle) * curveOffset; } self.x = px; self.y = py; }; return self; }); // Player class: draggable circle var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); // For touch feedback self.flash = function () { tween(playerGraphics, { tint: 0xff0000 }, { duration: 100, easing: tween.linear, onFinish: function onFinish() { tween(playerGraphics, { tint: 0xffffff }, { duration: 200, easing: tween.linear }); } }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x0000ff }); /**** * Game Code ****/ // Game variables // Obstacles: fast-moving, unpredictable shapes (boxes and ellipses, different colors/sizes) // Player: small, bright circle // Sound for dodge (optional, not used as per guidelines) // LK.init.sound('dodge', {volume: 0.5}); var player = new Player(); var obstacles = []; var dragNode = null; var lastGameOver = false; var timeSurvived = 0; // in ms var timerText = null; var spawnInterval = 36; // frames between spawns, will decrease var minSpawnInterval = 12; var spawnTick = 0; var gameOver = false; // Place player at center player.x = 2048 / 2; player.y = 2732 / 2; game.addChild(player); // Timer text (top center) timerText = new Text2('0.00', { size: 120, fill: "#fff" }); timerText.anchor.set(0.5, 0); LK.gui.top.addChild(timerText); // Prevent player from being placed in top left 100x100 function clampPlayerPosition(x, y) { var px = x, py = y; var r = player.width / 2; if (px < r + 10) px = r + 10; if (px > 2048 - r - 10) px = 2048 - r - 10; if (py < r + 10) py = r + 10; if (py > 2732 - r - 10) py = 2732 - r - 10; // Avoid top left menu if (px - r < 100 && py - r < 100) { if (px > py) px = 100 + r + 10;else py = 100 + r + 10; } return { x: px, y: py }; } // Dragging logic function handleMove(x, y, obj) { if (gameOver) return; if (dragNode) { var pos = clampPlayerPosition(x, y); dragNode.x = pos.x; dragNode.y = pos.y; } } game.move = handleMove; game.down = function (x, y, obj) { // Only allow drag if touch is on player var dx = x - player.x; var dy = y - player.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < player.width / 2 + 10) { dragNode = player; handleMove(x, y, obj); } }; game.up = function (x, y, obj) { dragNode = null; }; // Main update loop game.update = function () { if (gameOver) return; // Update timer timeSurvived += 1000 / 60; var t = Math.floor(timeSurvived) / 1000; timerText.setText(t.toFixed(2)); // Increase difficulty over time if (timeSurvived > 8000 && spawnInterval > minSpawnInterval) { spawnInterval = 24; } if (timeSurvived > 18000 && spawnInterval > minSpawnInterval) { spawnInterval = 16; } if (timeSurvived > 30000 && spawnInterval > minSpawnInterval) { spawnInterval = minSpawnInterval; } // Spawn new obstacles spawnTick++; if (spawnTick >= spawnInterval) { spawnTick = 0; var obs = new Obstacle(); obstacles.push(obs); game.addChild(obs); } // Update obstacles for (var i = obstacles.length - 1; i >= 0; i--) { var obs = obstacles[i]; obs.update(); // Remove if out of bounds if (obs.progress > 1.05) { obs.destroy(); obstacles.splice(i, 1); continue; } // Collision detection var intersecting = obs.intersects(player); if (!obs.lastIntersecting && intersecting) { // Game over player.flash(); LK.effects.flashScreen(0xff0000, 800); gameOver = true; LK.setTimeout(function () { LK.showGameOver(); }, 600); break; } obs.lastIntersecting = intersecting; } }; // Reset logic (when game restarts) game.on('reset', function () { // Remove all obstacles for (var i = 0; i < obstacles.length; i++) { obstacles[i].destroy(); } obstacles = []; // Reset player position player.x = 2048 / 2; player.y = 2732 / 2; dragNode = null; timeSurvived = 0; spawnInterval = 36; spawnTick = 0; gameOver = false; timerText.setText('0.00'); });
===================================================================
--- original.js
+++ change.js
@@ -131,19 +131,19 @@
/****
* Initialize Game
****/
var game = new LK.Game({
- backgroundColor: 0x181818
+ backgroundColor: 0x0000ff
});
/****
* Game Code
****/
-// LK.init.sound('dodge', {volume: 0.5});
-// Sound for dodge (optional, not used as per guidelines)
-// Player: small, bright circle
-// Obstacles: fast-moving, unpredictable shapes (boxes and ellipses, different colors/sizes)
// Game variables
+// Obstacles: fast-moving, unpredictable shapes (boxes and ellipses, different colors/sizes)
+// Player: small, bright circle
+// Sound for dodge (optional, not used as per guidelines)
+// LK.init.sound('dodge', {volume: 0.5});
var player = new Player();
var obstacles = [];
var dragNode = null;
var lastGameOver = false;