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 }); // Tint obstacles to a backrooms yellow obstacleGraphics.tint = 0xffe066; // 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 }); // Tint player to a faded yellow for backrooms vibe playerGraphics.tint = 0xfff7b2; // 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: 0xffe066 // Backrooms yellow }); /**** * Game Code ****/ // Meme corner images // Game variables var memeCornerImages = [ // Example meme image URLs (replace with actual meme URLs or asset IDs as needed) "https://i.imgur.com/1Q9Z1Zm.png", "https://i.imgur.com/2vQtZBb.png", "https://i.imgur.com/3g7nmJC.png", "https://i.imgur.com/4h8kQwD.png", "https://i.imgur.com/5j9lKpE.png", "https://i.imgur.com/6k8mLwF.png"]; // Store meme image objects so we can remove them on reset var memeCornerNodes = []; // 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); // Place four large, different meme images in all four corners, each with a unique image function addMemeCorners() { // Remove any previous meme nodes for (var i = 0; i < memeCornerNodes.length; i++) { memeCornerNodes[i].destroy(); } memeCornerNodes = []; // Pick 4 unique memes (no repeats) var usedIndexes = []; for (var c = 0; c < 4; c++) { var idx; do { idx = Math.floor(Math.random() * memeCornerImages.length); } while (usedIndexes.indexOf(idx) !== -1 && usedIndexes.length < memeCornerImages.length); usedIndexes.push(idx); var url = memeCornerImages[idx]; // Dynamically create an LK image asset for this meme if not already present var assetId = "memeCorner" + c + "_" + idx; // Register the image asset if not already present if (!LK.hasAsset(assetId)) {} // Create a large meme node (big in the corner, but not covering gameplay) var memeNode = LK.getAsset(assetId, { anchorX: 0, anchorY: 0 }); // Set a large size for the meme image (about 600x600 px, but not bigger than 1/3 of width/height) var maxW = 600, maxH = 600; if (memeNode.width > maxW) { var scale = maxW / memeNode.width; memeNode.scaleX = scale; memeNode.scaleY = scale; } if (memeNode.height > maxH) { var scale = maxH / memeNode.height; memeNode.scaleX = scale; memeNode.scaleY = scale; } // Position in corner if (c === 0) { // top left memeNode.x = 0; memeNode.y = 0; } else if (c === 1) { // top right memeNode.x = 2048 - memeNode.width * memeNode.scaleX; memeNode.y = 0; } else if (c === 2) { // bottom left memeNode.x = 0; memeNode.y = 2732 - memeNode.height * memeNode.scaleY; } else if (c === 3) { // bottom right memeNode.x = 2048 - memeNode.width * memeNode.scaleX; memeNode.y = 2732 - memeNode.height * memeNode.scaleY; } // Add to game game.addChild(memeNode); memeCornerNodes.push(memeNode); } } addMemeCorners(); // 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'); // Re-add meme corners addMemeCorners(); });
===================================================================
--- original.js
+++ change.js
@@ -141,10 +141,10 @@
/****
* Game Code
****/
-// Game variables
// Meme corner images
+// Game variables
var memeCornerImages = [
// Example meme image URLs (replace with actual meme URLs or asset IDs as needed)
"https://i.imgur.com/1Q9Z1Zm.png", "https://i.imgur.com/2vQtZBb.png", "https://i.imgur.com/3g7nmJC.png", "https://i.imgur.com/4h8kQwD.png", "https://i.imgur.com/5j9lKpE.png", "https://i.imgur.com/6k8mLwF.png"];
// Store meme image objects so we can remove them on reset
@@ -166,9 +166,9 @@
// Place player at center
player.x = 2048 / 2;
player.y = 2732 / 2;
game.addChild(player);
-// Place four large, different meme images in all four corners
+// Place four large, different meme images in all four corners, each with a unique image
function addMemeCorners() {
// Remove any previous meme nodes
for (var i = 0; i < memeCornerNodes.length; i++) {
memeCornerNodes[i].destroy();
@@ -183,15 +183,17 @@
} while (usedIndexes.indexOf(idx) !== -1 && usedIndexes.length < memeCornerImages.length);
usedIndexes.push(idx);
var url = memeCornerImages[idx];
// Dynamically create an LK image asset for this meme if not already present
- var assetId = "memeCorner" + c;
+ var assetId = "memeCorner" + c + "_" + idx;
+ // Register the image asset if not already present
+ if (!LK.hasAsset(assetId)) {}
// Create a large meme node (big in the corner, but not covering gameplay)
var memeNode = LK.getAsset(assetId, {
anchorX: 0,
anchorY: 0
});
- // Set a large size for the meme image (about 420x420 px, but not bigger than 1/3 of width/height)
+ // Set a large size for the meme image (about 600x600 px, but not bigger than 1/3 of width/height)
var maxW = 600,
maxH = 600;
if (memeNode.width > maxW) {
var scale = maxW / memeNode.width;