User prompt
Make both the scary eyes invisible
User prompt
Make the mouth invisible
User prompt
Make the scary mouth, transparent
Code edit (1 edits merged)
Please save this source code
User prompt
Scare Button Countdown
Initial prompt
Make a game where there’s one button and oh the button is a set of text that says click to get a big scare, then when you click the button, it starts a timer counting down from three, when it reaches zero, make an enemy go in front of your face and after three seconds you lose the game
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // ScaryEnemy: covers the screen with a scary face (ellipse, red) var ScaryEnemy = Container.expand(function () { var self = Container.call(this); // Create a large ellipse to cover the screen // We'll use a red ellipse as the "scary face" var face = self.attachAsset('scaryFace', { anchorX: 0.5, anchorY: 0.5, width: 1800, height: 2200, color: 0xff2222, shape: 'ellipse' }); // Add two "eyes" (black ellipses) var leftEye = self.attachAsset('scaryEye', { anchorX: 0.5, anchorY: 0.5, width: 220, height: 320, color: 0x000000, shape: 'ellipse' }); leftEye.x = -350; leftEye.y = -300; var rightEye = self.attachAsset('scaryEye', { anchorX: 0.5, anchorY: 0.5, width: 220, height: 320, color: 0x000000, shape: 'ellipse' }); rightEye.x = 350; rightEye.y = -300; // Add a "mouth" (black ellipse) var mouth = self.attachAsset('scaryMouth', { anchorX: 0.5, anchorY: 0.5, width: 600, height: 180, color: 0x000000, shape: 'ellipse' }); mouth.y = 400; mouth.alpha = 0; // Start invisible and scaled down self.alpha = 0; self.scaleX = 0.7; self.scaleY = 0.7; // Animate in (jump scare) self.jumpScare = function () { // Fade in and scale up quickly tween(self, { alpha: 1, scaleX: 1, scaleY: 1 }, { duration: 220, easing: tween.easeOut }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // We will use tween for the enemy jump-scare animation // State variables var countdownActive = false; var countdownValue = 3; var countdownTimer = null; var scareTimer = null; var scaryEnemy = null; var button = null; var countdownText = null; var infoText = null; // Center positions var centerX = 2048 / 2; var centerY = 2732 / 2; // --- UI Elements --- // Info text (top center) infoText = new Text2("Click the button to get a big scare!", { size: 100, fill: 0xFFFFFF }); infoText.anchor.set(0.5, 0); LK.gui.top.addChild(infoText); // Countdown text (center, hidden at start) countdownText = new Text2("", { size: 400, fill: 0xFFFFFF }); countdownText.anchor.set(0.5, 0.5); countdownText.visible = false; game.addChild(countdownText); countdownText.x = centerX; countdownText.y = centerY; // Start button (center, big) button = new Container(); var buttonBg = button.attachAsset('startButton', { anchorX: 0.5, anchorY: 0.5, width: 800, height: 300, color: 0x2222ff, shape: 'box' }); var buttonLabel = new Text2("START", { size: 160, fill: 0xFFFFFF }); buttonLabel.anchor.set(0.5, 0.5); button.addChild(buttonLabel); button.x = centerX; button.y = centerY + 500; game.addChild(button); // --- Button Event --- button.down = function (x, y, obj) { if (countdownActive) return; startCountdown(); }; // --- Countdown Logic --- function startCountdown() { countdownActive = true; countdownValue = 3; button.visible = false; infoText.setText("Get ready..."); countdownText.visible = true; updateCountdownText(); // Start countdown timer (1 second interval) countdownTimer = LK.setInterval(function () { countdownValue -= 1; if (countdownValue >= 0) { updateCountdownText(); } if (countdownValue < 0) { LK.clearInterval(countdownTimer); countdownText.visible = false; showScaryEnemy(); } }, 1000); } function updateCountdownText() { countdownText.setText(countdownValue > 0 ? countdownValue : "0"); } // --- Scary Enemy Logic --- function showScaryEnemy() { // Remove previous enemy if any if (scaryEnemy) { scaryEnemy.destroy(); scaryEnemy = null; } // Create and show enemy scaryEnemy = new ScaryEnemy(); scaryEnemy.x = centerX; scaryEnemy.y = centerY; game.addChild(scaryEnemy); scaryEnemy.jumpScare(); // Flash screen red for extra effect LK.effects.flashScreen(0xff0000, 300); // After 3 seconds, end game (lose) scareTimer = LK.setTimeout(function () { LK.showGameOver(); }, 3000); } // --- Game Reset Handler --- // When the game is reset (after game over), all variables are re-initialized by LK. // No need to handle reset logic here. // --- Prevent accidental drag on button --- button.move = function (x, y, obj) {}; button.up = function (x, y, obj) {}; // --- Ensure nothing is in the top left 100x100 px --- // All UI is centered or top center, nothing in top left // --- No update loop needed --- // All logic is event/timer driven
===================================================================
--- original.js
+++ change.js
@@ -49,9 +49,9 @@
color: 0x000000,
shape: 'ellipse'
});
mouth.y = 400;
- mouth.alpha = 0.4;
+ mouth.alpha = 0;
// Start invisible and scaled down
self.alpha = 0;
self.scaleX = 0.7;
self.scaleY = 0.7;