User prompt
Change game name and do Try Dodge Chaos Kachowww
User prompt
Hide my player ın main menu
User prompt
Remove the top list top my player/avatar icon or hide a back
User prompt
I dont wanna see my player icon ın main menu please remove it
User prompt
Remove the top list up player icon main menu
User prompt
I dont wanna see my avatar ın main menu remove hım
User prompt
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
User prompt
Remove player the main menü
User prompt
Fix the leaderboard error
User prompt
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
User prompt
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
User prompt
Remove last command
User prompt
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
User prompt
Make a real good a main menü
User prompt
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
User prompt
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
User prompt
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
User prompt
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
User prompt
Make top list player
User prompt
Make a little bit player raster
User prompt
Create a main menü
User prompt
Remove all corner meme photo
User prompt
Remove all corner meme photo
User prompt
I wanna see corner meme show meme
User prompt
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");
var storage = LK.import("@upit/storage.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});
function _typeof(o) {
"@babel/helpers - typeof";
return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) {
return typeof o;
} : function (o) {
return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o;
}, _typeof(o);
}
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 ---
// Remove old overlay if present (defensive)
if (typeof mainMenuOverlay !== "undefined" && mainMenuOverlay && mainMenuOverlay.parent) {
mainMenuOverlay.parent.removeChild(mainMenuOverlay);
}
var mainMenuOverlay = new Container();
mainMenuOverlay.zIndex = 10000; // ensure on top
// Animated, layered background
var menuBg = LK.getAsset('centerCircle', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 32,
scaleY: 44,
x: 2048 / 2,
y: 2732 / 2
});
menuBg.alpha = 0.96;
menuBg.tint = 0x181818;
mainMenuOverlay.addChild(menuBg);
// Add a subtle, animated "glow" behind the title
var glow = LK.getAsset('centerCircle', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 8,
scaleY: 2.2,
x: 2048 / 2,
y: 600
});
glow.alpha = 0.22;
glow.tint = 0xffe066;
mainMenuOverlay.addChild(glow);
// Title with shadow effect
var titleText = new Text2('Try Dodge Chaos Kachowww', {
size: 200,
fill: 0xFFE066
});
titleText.anchor.set(0.5, 0);
titleText.x = 2048 / 2;
titleText.y = 420;
// Add shadow first so it's behind the title
var titleShadow = new Text2('Try Dodge Chaos Kachowww', {
size: 200,
fill: "#000"
});
titleShadow.anchor.set(0.5, 0);
titleShadow.x = 2048 / 2 + 8;
titleShadow.y = 420 + 10;
titleShadow.alpha = 0.18;
mainMenuOverlay.addChild(titleShadow);
mainMenuOverlay.addChild(titleText);
// Subtitle with more punch
var subtitleText = new Text2('Survive as long as you can\nby dodging unpredictable obstacles!', {
size: 90,
fill: "#fff"
});
subtitleText.anchor.set(0.5, 0);
subtitleText.x = 2048 / 2;
subtitleText.y = 670;
mainMenuOverlay.addChild(subtitleText);
// Start Button (bigger, more inviting, with a glow)
var startBtn = LK.getAsset('obstacleBox', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 3.2,
scaleY: 1.3,
x: 2048 / 2,
y: 1250
});
startBtn.tint = 0x83de44;
mainMenuOverlay.addChild(startBtn);
var startBtnGlow = LK.getAsset('centerCircle', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2.2,
scaleY: 0.7,
x: 2048 / 2,
y: 1250
});
startBtnGlow.tint = 0x83de44;
startBtnGlow.alpha = 0.18;
mainMenuOverlay.addChild(startBtnGlow);
var startBtnText = new Text2('START', {
size: 130,
fill: "#222"
});
startBtnText.anchor.set(0.5, 0.5);
startBtnText.x = 2048 / 2;
startBtnText.y = 1250;
mainMenuOverlay.addChild(startBtnText);
// Add a "How to Play" quick tip
var tipText = new Text2('Drag the player to dodge!\nTouch START to begin.', {
size: 70,
fill: 0xFFE066
});
tipText.anchor.set(0.5, 0);
tipText.x = 2048 / 2;
tipText.y = 1450;
mainMenuOverlay.addChild(tipText);
// Show overlay
game.addChild(mainMenuOverlay);
// Block game logic until started
var menuActive = true;
// Animate menu elements for polish
tween(glow, {
scaleX: 10,
scaleY: 2.7,
alpha: 0.32
}, {
duration: 1200,
yoyo: true,
repeat: Infinity,
easing: tween.sineInOut
});
// 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;
player.visible = true; // Show player when game starts
}
});
}
};
mainMenuOverlay.interactive = true;
// Place player at center (do not add to mainMenuOverlay, only to game scene)
player.x = 2048 / 2;
player.y = 2732 / 2;
player.visible = false; // Hide player in main menu
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;
};
// --- Leaderboard Overlay ---
var leaderboardOverlay = new Container();
leaderboardOverlay.zIndex = 9999;
leaderboardOverlay.visible = false;
var lbBg = LK.getAsset('centerCircle', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 18,
scaleY: 22,
x: 2048 / 2,
y: 2732 / 2
});
lbBg.alpha = 0.93;
lbBg.tint = 0x222222;
leaderboardOverlay.addChild(lbBg);
var lbTitle = new Text2('TOP PLAYERS', {
size: 120,
fill: 0xFFE066
});
lbTitle.anchor.set(0.5, 0);
lbTitle.x = 2048 / 2;
lbTitle.y = 400;
leaderboardOverlay.addChild(lbTitle);
// No player icon/avatar in leaderboard overlay (intentionally omitted)
var lbListText = new Text2('', {
size: 80,
fill: "#fff"
});
lbListText.anchor.set(0.5, 0);
lbListText.x = 2048 / 2;
lbListText.y = 600;
leaderboardOverlay.addChild(lbListText);
var lbCloseBtn = LK.getAsset('obstacleBox', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.8,
scaleY: 0.9,
x: 2048 / 2,
y: 2100
});
lbCloseBtn.tint = 0xd83318;
leaderboardOverlay.addChild(lbCloseBtn);
var lbCloseText = new Text2('CLOSE', {
size: 90,
fill: "#fff"
});
lbCloseText.anchor.set(0.5, 0.5);
lbCloseText.x = 2048 / 2;
lbCloseText.y = 2100;
leaderboardOverlay.addChild(lbCloseText);
// Show leaderboard overlay
function showLeaderboard() {
// Get top 5 scores from storage (convert 1-level deep object to array)
var scoresObj = storage.topScores || {};
var scores = [];
for (var k in scoresObj) {
if (scoresObj.hasOwnProperty(k)) scores.push(scoresObj[k]);
}
// Sort descending
scores.sort(function (a, b) {
return b.score - a.score;
});
// Format for display
var lines = [];
for (var i = 0; i < Math.min(5, scores.length); i++) {
var entry = scores[i];
lines.push(i + 1 + ". " + (entry.name || "Player") + " - " + entry.score.toFixed(2) + "s");
}
if (lines.length === 0) lines.push("No scores yet!");
lbListText.setText(lines.join("\n"));
leaderboardOverlay.visible = true;
leaderboardOverlay.alpha = 1;
}
lbCloseBtn.interactive = true;
leaderboardOverlay.down = function (x, y, obj) {
// Only close if touch/click is on the button
var dx = x - lbCloseBtn.x;
var dy = y - lbCloseBtn.y;
var w = lbCloseBtn.width / 2,
h = lbCloseBtn.height / 2;
if (dx >= -w && dx <= w && dy >= -h && dy <= h) {
leaderboardOverlay.visible = false;
}
};
game.addChild(leaderboardOverlay);
// Add leaderboard button to main menu
var lbMenuBtn = LK.getAsset('obstacleBox', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.8,
scaleY: 0.9,
x: 2048 / 2,
y: 1400
});
lbMenuBtn.tint = 0x83b4de;
mainMenuOverlay.addChild(lbMenuBtn);
var lbMenuText = new Text2('TOP LIST', {
size: 90,
fill: "#222"
});
lbMenuText.anchor.set(0.5, 0.5);
lbMenuText.x = 2048 / 2;
lbMenuText.y = 1400;
mainMenuOverlay.addChild(lbMenuText);
lbMenuBtn.interactive = true;
// (Removed leaderboard logic wrapper from mainMenuOverlay.down)
// 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;
// Save score to leaderboard
// Always store as a 1-level deep array of plain objects with only number/string values
var scores = [];
if (storage.topScores && _typeof(storage.topScores) === "object") {
for (var k in storage.topScores) {
if (storage.topScores.hasOwnProperty(k)) {
var entry = storage.topScores[k];
// Only allow number/string at this level
scores.push({
score: typeof entry.score === "number" ? entry.score : 0,
name: typeof entry.name === "string" ? entry.name : ""
});
}
}
}
scores.push({
score: t,
name: ""
});
scores.sort(function (a, b) {
return b.score - a.score;
});
if (scores.length > 10) scores.length = 10;
// Store as 1-level deep array of plain objects
var safeScores = [];
for (var i = 0; i < scores.length; i++) {
var entry = scores[i];
safeScores.push({
score: typeof entry.score === "number" ? entry.score : 0,
name: typeof entry.name === "string" ? entry.name : ""
});
}
storage.topScores = safeScores;
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;
player.visible = false; // Hide player in main menu after reset
}); ===================================================================
--- original.js
+++ change.js
@@ -219,17 +219,17 @@
glow.alpha = 0.22;
glow.tint = 0xffe066;
mainMenuOverlay.addChild(glow);
// Title with shadow effect
-var titleText = new Text2('DODGE THE CHAOS!', {
+var titleText = new Text2('Try Dodge Chaos Kachowww', {
size: 200,
fill: 0xFFE066
});
titleText.anchor.set(0.5, 0);
titleText.x = 2048 / 2;
titleText.y = 420;
// Add shadow first so it's behind the title
-var titleShadow = new Text2('DODGE THE CHAOS!', {
+var titleShadow = new Text2('Try Dodge Chaos Kachowww', {
size: 200,
fill: "#000"
});
titleShadow.anchor.set(0.5, 0);