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;