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Change game name and do Try Dodge Chaos Kachowww
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Hide my player ın main menu
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Remove the top list top my player/avatar icon or hide a back
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I dont wanna see my player icon ın main menu please remove it
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Remove the top list up player icon main menu
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I dont wanna see my avatar ın main menu remove hım
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Please fix the bug: 'menuPlayer is not defined' in or related to this line: 'tween(menuPlayer, {' Line Number: 311 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Remove player the main menü
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Fix the leaderboard error
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Please fix the bug: 'Error: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'storage.topScores = safeTopScoresObj;' Line Number: 615 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Please fix the bug: 'Error: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'storage.topScores = topScoresObj;' Line Number: 604
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Remove last command
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Please fix the bug: 'mainMenuOverlay.swapChildren is not a function' in or related to this line: 'mainMenuOverlay.swapChildren(titleText, titleShadow); // Ensure shadow is behind' Line Number: 248
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Make a real good a main menü
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Please fix the bug: 'Error: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'storage.topScores = safeScores;' Line Number: 531 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Please fix the bug: 'Error: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'storage.topScores = scores;' Line Number: 521
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Please fix the bug: 'Uncaught TypeError: storage.getItem is not a function' in or related to this line: 'var scoresRaw = storage.getItem('topScores');' Line Number: 401 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Please fix the bug: 'Uncaught TypeError: storage.get is not a function' in or related to this line: 'var scores = storage.get('topScores') || [];' Line Number: 401
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Make top list player
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Make a little bit player raster
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Create a main menü
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Remove all corner meme photo
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Remove all corner meme photo
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I wanna see corner meme show meme
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Please fix the bug: 'LK.hasAsset is not a function' in or related to this line: 'if (!LK.hasAsset(assetId)) {}' Line Number: 204
/**** * 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; // --- Raster/grid overlay effect --- var gridRows = 6; var gridCols = 6; var gridW = playerGraphics.width; var gridH = playerGraphics.height; var cellW = gridW / gridCols; var cellH = gridH / gridRows; for (var gx = 0; gx < gridCols; gx++) { for (var gy = 0; gy < gridRows; gy++) { // Use a small rectangle asset for the raster cell var cell = self.attachAsset('obstacleBox2', { anchorX: 0.5, anchorY: 0.5, scaleX: cellW / 20 * 0.85, scaleY: cellH / 30 * 0.85, x: (gx - (gridCols - 1) / 2) * cellW, y: (gy - (gridRows - 1) / 2) * cellH, tint: 0xffffff }); cell.alpha = 0.18 + 0.08 * ((gx + gy) % 2); // subtle grid } } // 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 ****/ // 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; // --- Main Menu Overlay --- var mainMenuOverlay = new Container(); mainMenuOverlay.zIndex = 10000; // ensure on top // Semi-transparent background var menuBg = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, scaleX: 30, scaleY: 40, x: 2048 / 2, y: 2732 / 2 }); menuBg.alpha = 0.92; menuBg.tint = 0x000000; mainMenuOverlay.addChild(menuBg); // Title var titleText = new Text2('DODGE THE CHAOS!', { size: 180, fill: 0xFFE066 }); titleText.anchor.set(0.5, 0); titleText.x = 2048 / 2; titleText.y = 400; mainMenuOverlay.addChild(titleText); // Subtitle var subtitleText = new Text2('Survive as long as you can\nby dodging unpredictable obstacles!', { size: 80, fill: "#fff" }); subtitleText.anchor.set(0.5, 0); subtitleText.x = 2048 / 2; subtitleText.y = 650; mainMenuOverlay.addChild(subtitleText); // Start Button var startBtn = LK.getAsset('obstacleBox', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.5, scaleY: 1.2, x: 2048 / 2, y: 1200 }); startBtn.tint = 0x83de44; mainMenuOverlay.addChild(startBtn); var startBtnText = new Text2('START', { size: 120, fill: "#222" }); startBtnText.anchor.set(0.5, 0.5); startBtnText.x = 2048 / 2; startBtnText.y = 1200; mainMenuOverlay.addChild(startBtnText); // Show overlay game.addChild(mainMenuOverlay); // Block game logic until started var menuActive = true; // Start button interaction mainMenuOverlay.down = function (x, y, obj) { // Only start if touch/click is on the button var dx = x - startBtn.x; var dy = y - startBtn.y; var w = startBtn.width / 2, h = startBtn.height / 2; if (dx >= -w && dx <= w && dy >= -h && dy <= h) { // Animate out tween(mainMenuOverlay, { alpha: 0 }, { duration: 300, onFinish: function onFinish() { mainMenuOverlay.visible = false; menuActive = false; } }); } }; mainMenuOverlay.interactive = true; // Place player at center player.x = 2048 / 2; player.y = 2732 / 2; game.addChild(player); // (Meme corner logic removed) // 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 (menuActive || 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) { if (menuActive) return; // 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) { if (menuActive) return; dragNode = null; }; // Main update loop game.update = function () { if (menuActive || 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'); // Show main menu again mainMenuOverlay.visible = true; mainMenuOverlay.alpha = 1; menuActive = true; });
===================================================================
--- original.js
+++ change.js
@@ -111,8 +111,30 @@
anchorY: 0.5
});
// Tint player to a faded yellow for backrooms vibe
playerGraphics.tint = 0xfff7b2;
+ // --- Raster/grid overlay effect ---
+ var gridRows = 6;
+ var gridCols = 6;
+ var gridW = playerGraphics.width;
+ var gridH = playerGraphics.height;
+ var cellW = gridW / gridCols;
+ var cellH = gridH / gridRows;
+ for (var gx = 0; gx < gridCols; gx++) {
+ for (var gy = 0; gy < gridRows; gy++) {
+ // Use a small rectangle asset for the raster cell
+ var cell = self.attachAsset('obstacleBox2', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: cellW / 20 * 0.85,
+ scaleY: cellH / 30 * 0.85,
+ x: (gx - (gridCols - 1) / 2) * cellW,
+ y: (gy - (gridRows - 1) / 2) * cellH,
+ tint: 0xffffff
+ });
+ cell.alpha = 0.18 + 0.08 * ((gx + gy) % 2); // subtle grid
+ }
+ }
// For touch feedback
self.flash = function () {
tween(playerGraphics, {
tint: 0xff0000