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istatistik menüsünü kaldır sil
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ARTIFICIAL INTELLIGENCE NORMALLY CANNOT GET POINTS FIX
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Close STATISTICS WINDOW ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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STATISTICS WINDOW should be kept on a separate side and the Menu should be kept on a separate side. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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IF YOU CLICK ON THE KEMALDEV ARTICLE 3 TIMES, THE ARTIFICIAL INTELLIGENCE WILL NOT GET ANY POINTS ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Show statistics window in large size at the end of the game ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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If you tap the KEMALDEV text 3 times, you will get 4 times the score and the artificial intelligence will reduce your score by 90 percent. ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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pull down statistics window ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Bring statistics to the menu ↪💡 Consider importing and using the following plugins: @upit/storage.v1, @upit/tween.v1
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The text in the menu should move but not too much ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Let the ground return to its former state
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Write your best score ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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make the floor look old
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The graphics are very simple and bring life ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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The play area is too small, fix it, make it like gta 2
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expand player's location expand AI's location
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take the place of artificial intelligence down and draw a line between
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Let the AI have a place like the player below
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Let the rng that the AI throws appear flat
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Let there be an artificial intelligence competing with us in the gameLet there be an artificial intelligence competing with us in the game
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raise your game a little bit
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way up
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logo should be above the text
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var AICompetitor = Container.expand(function () { var self = Container.call(this); var aiDisplay = self.attachAsset('numberDisplay', { anchorX: 0.5, anchorY: 0.5 }); aiDisplay.tint = 0xff6b6b; // Red tint for AI var aiText = new Text2('AI', { size: 40, fill: 0xFFFFFF }); aiText.anchor.set(0.5, 0.5); aiText.y = -80; self.addChild(aiText); var aiNumberText = new Text2('?', { size: 60, fill: 0xFFFFFF }); aiNumberText.anchor.set(0.5, 0.5); self.addChild(aiNumberText); self.currentNumber = 0; self.aiScore = 0; self.aiStreak = 0; self.lastAttemptTime = 0; self.difficulty = 1; // AI intelligence parameters self.reactionTime = 1000; // Base reaction time in ms self.accuracy = 0.7; // Base accuracy (70%) self.patternMemory = []; self.setDifficulty = function (diff) { self.difficulty = diff; // Adjust AI parameters based on difficulty if (diff <= 3) { self.reactionTime = 1500 - diff * 100; // Slower at lower difficulties self.accuracy = 0.5 + diff * 0.1; // Less accurate } else if (diff <= 7) { self.reactionTime = 1200 - diff * 50; self.accuracy = 0.6 + diff * 0.05; } else { self.reactionTime = 800; // Very fast at high difficulty self.accuracy = 0.85; // Very accurate } }; self.generateNumber = function () { self.currentNumber = Math.floor(Math.random() * 100) + 1; aiNumberText.setText(self.currentNumber.toString()); // Animation for AI number generation tween(self, { scaleX: 1.2, scaleY: 1.2, rotation: 0.1 }, { duration: 100, easing: tween.easeOut }); tween(self, { scaleX: 1.0, scaleY: 1.0, rotation: 0 }, { duration: 200, easing: tween.bounceOut }); // Flash effect tween(aiDisplay, { tint: 0xffffff }, { duration: 50, easing: tween.easeOut, onFinish: function onFinish() { tween(aiDisplay, { tint: 0xff6b6b }, { duration: 100, easing: tween.easeIn }); } }); }; self.attemptMatch = function (targetPattern) { var currentTime = Date.now(); if (currentTime - self.lastAttemptTime < self.reactionTime) { return false; // Still in cooldown } // AI decision making with some randomness var shouldAttempt = Math.random() < 0.3; // 30% chance to attempt each update if (!shouldAttempt) return false; self.lastAttemptTime = currentTime; // Smart number generation based on pattern var targetNumber = self.generateSmartNumber(targetPattern); if (targetNumber !== null) { self.currentNumber = targetNumber; } else { // Fallback to random if can't determine good number self.generateNumber(); return false; } aiNumberText.setText(self.currentNumber.toString()); // Check if AI's number matches the pattern var isMatch = targetPattern.checkMatch(self.currentNumber); // Add some inaccuracy - AI might miss even when it should match if (isMatch && Math.random() > self.accuracy) { isMatch = false; // AI missed due to inaccuracy } if (isMatch) { self.aiStreak++; var aiMultiplier = Math.min(5, 1 + Math.floor(self.aiStreak / 3)); var points = targetPattern.points * aiMultiplier; self.aiScore += points; // Visual feedback for AI success tween(self, { rotation: Math.PI }, { duration: 400, easing: tween.easeOut }); // Success particles if (typeof particleSystem !== 'undefined') { particleSystem.burst(self.x, self.y, 0xff6b6b, 8); } return true; } else { // AI missed - reset streak if (self.aiStreak > 0) { self.aiStreak = 0; } return false; } }; self.generateSmartNumber = function (targetPattern) { // AI tries to be smart about number generation if (targetPattern.targetMin === targetPattern.targetMax) { // Divisible pattern var divisor = targetPattern.targetMin; var multiple = Math.floor(Math.random() * (100 / divisor)) + 1; return multiple * divisor; } else if (targetPattern.targetMin === 1 || targetPattern.targetMin === 2) { // Even/Odd pattern if (targetPattern.targetMin === 2) { // Even number needed return (Math.floor(Math.random() * 50) + 1) * 2; } else { // Odd number needed return Math.floor(Math.random() * 50) * 2 + 1; } } else { // Range pattern var range = targetPattern.targetMax - targetPattern.targetMin + 1; return targetPattern.targetMin + Math.floor(Math.random() * range); } }; return self; }); var NumberDisplay = Container.expand(function () { var self = Container.call(this); var bg = self.attachAsset('numberDisplay', { anchorX: 0.5, anchorY: 0.5 }); var numberText = new Text2('?', { size: 80, fill: 0xFFFFFF }); numberText.anchor.set(0.5, 0.5); self.addChild(numberText); self.currentNumber = 0; self.generateNumber = function () { self.currentNumber = Math.floor(Math.random() * 100) + 1; numberText.setText(self.currentNumber.toString()); // Enhanced pulse with rainbow color cycling tween(self, { scaleX: 1.4, scaleY: 1.4, rotation: 0.2 }, { duration: 150, easing: tween.easeOut }); tween(self, { scaleX: 1.0, scaleY: 1.0, rotation: 0 }, { duration: 400, easing: tween.bounceOut }); // Multi-color flash sequence tween(bg, { tint: 0xfd79a8 }, { duration: 80, easing: tween.easeOut, onFinish: function onFinish() { tween(bg, { tint: 0x74b9ff }, { duration: 80, easing: tween.easeOut, onFinish: function onFinish() { tween(bg, { tint: 0x6c5ce7 }, { duration: 150, easing: tween.easeIn }); } }); } }); // Text glow effect tween(numberText, { tint: 0xfdcb6e }, { duration: 100, easing: tween.easeOut }); tween(numberText, { tint: 0xffffff }, { duration: 200, easing: tween.easeIn }); }; return self; }); var Particle = Container.expand(function () { var self = Container.call(this); var particle = self.attachAsset('numberDisplay', { anchorX: 0.5, anchorY: 0.5 }); self.vx = 0; self.vy = 0; self.life = 1.0; self.decay = 0.02; self.init = function (color, size) { particle.tint = color; self.scaleX = size; self.scaleY = size; self.alpha = 0.9; // Enhanced random velocity with more dynamic movement self.vx = (Math.random() - 0.5) * 15; self.vy = (Math.random() - 0.5) * 15 - 8; // Add rotation for more dynamic particles self.rotation = Math.random() * Math.PI * 2; self.rotationSpeed = (Math.random() - 0.5) * 0.3; }; self.update = function () { self.x += self.vx; self.y += self.vy; self.vy += 0.3; // gravity self.vx *= 0.99; // air resistance self.life -= self.decay; self.alpha = self.life * 0.8; self.scaleX *= 0.97; self.scaleY *= 0.97; // Add rotation animation self.rotation += self.rotationSpeed; // Color shifting effect as particle fades var lifeFactor = self.life; if (lifeFactor > 0.5) { particle.tint = particle.tint; // Keep original color } else { // Fade to warm colors var fadeAmount = (0.5 - lifeFactor) * 2; particle.tint = 0xfdcb6e * fadeAmount + particle.tint * (1 - fadeAmount); } if (self.life <= 0) { self.destroy(); } }; return self; }); var ParticleSystem = Container.expand(function () { var self = Container.call(this); var particles = []; self.burst = function (x, y, color, count) { for (var i = 0; i < count; i++) { var particle = new Particle(); particle.x = x; particle.y = y; particle.init(color, Math.random() * 0.3 + 0.2); particles.push(particle); self.addChild(particle); } }; self.update = function () { for (var i = particles.length - 1; i >= 0; i--) { if (particles[i].life <= 0) { particles.splice(i, 1); } } }; return self; }); var StartMenu = Container.expand(function () { var self = Container.call(this); // Background overlay with gradient effect var bg = self.attachAsset('tapArea', { anchorX: 0.5, anchorY: 0.5, alpha: 0.95 }); bg.tint = 0x2d3436; // Add title background for better contrast var titleBg = self.attachAsset('titleBg', { anchorX: 0.5, anchorY: 0.5, alpha: 0.8 }); titleBg.y = -300; titleBg.tint = 0x636e72; self.addChild(titleBg); // Title with enhanced styling var titleText = new Text2(getText('title'), { size: 85, fill: 0xfdcb6e }); titleText.anchor.set(0.5, 0.5); titleText.x = 0; titleText.y = -300; self.addChild(titleText); // Add subtitle glow effect var titleGlow = new Text2(getText('title'), { size: 87, fill: 0xffffff }); titleGlow.anchor.set(0.5, 0.5); titleGlow.x = 0; titleGlow.y = -300; titleGlow.alpha = 0.3; self.addChild(titleGlow); self.addChild(titleText); // Ensure title is on top // Instructions var instructText = new Text2(getText('instructions'), { size: 50, fill: 0xCCCCCC }); instructText.anchor.set(0.5, 0.5); instructText.y = 100; self.addChild(instructText); // Entrance animations self.show = function () { self.alpha = 0; self.scaleX = 0.8; self.scaleY = 0.8; tween(self, { alpha: 1, scaleX: 1, scaleY: 1 }, { duration: 800, easing: tween.bounceOut }); // Pulse title var _pulseTitleAnim = function pulseTitleAnim() { tween(titleText, { scaleX: 1.1, scaleY: 1.1 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { tween(titleText, { scaleX: 1, scaleY: 1 }, { duration: 1000, easing: tween.easeInOut, onFinish: _pulseTitleAnim }); } }); }; LK.setTimeout(_pulseTitleAnim, 500); // Slow left-right movement for title text var _titleMoveAnim = function titleMoveAnim() { tween(titleText, { x: 30 }, { duration: 3000, easing: tween.easeInOut, onFinish: function onFinish() { tween(titleText, { x: -30 }, { duration: 3000, easing: tween.easeInOut, onFinish: function onFinish() { tween(titleText, { x: 0 }, { duration: 3000, easing: tween.easeInOut, onFinish: _titleMoveAnim }); } }); } }); }; LK.setTimeout(_titleMoveAnim, 1000); // Slow left-right movement for title glow (synchronized) var _titleGlowMoveAnim = function titleGlowMoveAnim() { tween(titleGlow, { x: 30 }, { duration: 3000, easing: tween.easeInOut, onFinish: function onFinish() { tween(titleGlow, { x: -30 }, { duration: 3000, easing: tween.easeInOut, onFinish: function onFinish() { tween(titleGlow, { x: 0 }, { duration: 3000, easing: tween.easeInOut, onFinish: _titleGlowMoveAnim }); } }); } }); }; LK.setTimeout(_titleGlowMoveAnim, 1000); }; self.hide = function (callback) { tween(self, { alpha: 0, scaleX: 0.8, scaleY: 0.8 }, { duration: 500, easing: tween.easeIn, onFinish: function onFinish() { self.destroy(); if (callback) callback(); } }); }; // Language toggle button var langButton = new Text2(getText('language'), { size: 40, fill: 0x74b9ff }); langButton.anchor.set(1, 0); langButton.x = 280; langButton.y = -450; self.addChild(langButton); // Touch handling - tap anywhere to start game self.down = function (x, y, obj) { // Check if language button was tapped var localPos = self.toLocal({ x: x, y: y }); var buttonBounds = { x1: langButton.x - 60, y1: langButton.y - 20, x2: langButton.x + 20, y2: langButton.y + 20 }; if (localPos.x >= buttonBounds.x1 && localPos.x <= buttonBounds.x2 && localPos.y >= buttonBounds.y1 && localPos.y <= buttonBounds.y2) { // Toggle language toggleLanguage(); // Update all text elements titleText.setText(getText('title')); titleGlow.setText(getText('title')); instructText.setText(getText('instructions')); langButton.setText(getText('language')); return; } self.hide(function () { startGame(1); }); }; return self; }); var StreakDisplay = Container.expand(function () { var self = Container.call(this); var bg = self.attachAsset('streakBg', { anchorX: 0.5, anchorY: 0.5 }); var streakText = new Text2(getText('streak') + '0', { size: 30, fill: 0x000000 }); streakText.anchor.set(0.5, 0.5); self.addChild(streakText); self.currentStreak = 0; self.updateStreak = function (streak) { self.currentStreak = streak; streakText.setText(getText('streak') + streak); if (streak > 0) { // Flash animation for streak tween(bg, { tint: 0xffffff }, { duration: 200 }); tween(bg, { tint: 0xffd700 }, { duration: 200 }); } }; return self; }); var TargetPattern = Container.expand(function () { var self = Container.call(this); var bg = self.attachAsset('targetPattern', { anchorX: 0.5, anchorY: 0.5 }); var patternText = new Text2(getText('target') + '50-60', { size: 40, fill: 0xFFFFFF }); patternText.anchor.set(0.5, 0.5); self.addChild(patternText); self.targetMin = 50; self.targetMax = 60; self.points = 10; self.generatePattern = function (difficulty) { // Slide out animation tween(self, { scaleX: 0.8, scaleY: 0.8, alpha: 0.5 }, { duration: 150, easing: tween.easeIn, onFinish: function onFinish() { var patternType = Math.floor(Math.random() * 3); if (patternType === 0) { // Range pattern var center = Math.floor(Math.random() * 80) + 10; var range = Math.max(5, 20 - difficulty * 2); self.targetMin = center - Math.floor(range / 2); self.targetMax = center + Math.floor(range / 2); patternText.setText(getText('target') + self.targetMin + '-' + self.targetMax); self.points = 10 + difficulty * 2; } else if (patternType === 1) { // Even/Odd pattern var isEven = Math.random() < 0.5; self.targetMin = isEven ? 2 : 1; self.targetMax = isEven ? 100 : 99; patternText.setText(isEven ? getText('targetEven') : getText('targetOdd')); self.points = 5 + difficulty; } else { // Divisible pattern var divisor = [3, 5, 7, 11][Math.floor(Math.random() * 4)]; self.targetMin = divisor; self.targetMax = divisor; patternText.setText(getText('targetDivisible') + divisor); self.points = 15 + difficulty * 3; } // Slide in animation tween(self, { scaleX: 1.0, scaleY: 1.0, alpha: 1.0 }, { duration: 300, easing: tween.bounceOut }); } }); }; self.checkMatch = function (number) { if (self.targetMin === self.targetMax) { // Divisible pattern return number % self.targetMin === 0; } else if (self.targetMin === 1 || self.targetMin === 2) { // Even/Odd pattern return number % 2 === 0 && self.targetMin === 2 || number % 2 === 1 && self.targetMin === 1; } else { // Range pattern return number >= self.targetMin && number <= self.targetMax; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2d3436 }); /**** * Game Code ****/ // Language system var currentLanguage = 'en'; // Default to English var texts = { tr: { title: 'ŞANSLI SAYILAR\nYARIŞI', instructions: 'Hedef kalıpları eşleştir\nPuan ve seri kazan\nZamanı yen!\n\nBAŞLAMAK İÇİN DOKUN', tapToGenerate: 'SAYI ÜRETMEK İÇİN DOKUN!', streak: 'Seri: ', level: 'Seviye ', target: 'Hedef: ', targetEven: 'Hedef: ÇİFT', targetOdd: 'Hedef: TEK', targetDivisible: 'Hedef: ÷', language: 'EN' }, en: { title: 'LUCKY NUMBERS\nRUSH', instructions: 'Match target patterns\nEarn points and streaks\nBeat the clock!\n\nTAP ANYWHERE TO START', tapToGenerate: 'TAP TO GENERATE NUMBERS!', streak: 'Streak: ', level: 'Level ', target: 'Target: ', targetEven: 'Target: EVEN', targetOdd: 'Target: ODD', targetDivisible: 'Target: ÷', language: 'TR' } }; function getText(key) { return texts[currentLanguage][key] || texts.en[key] || key; } function toggleLanguage() { currentLanguage = currentLanguage === 'tr' ? 'en' : 'tr'; } // Game state variables var gameTime = 60000; // 60 seconds var timeRemaining = gameTime; var difficulty = 1; var selectedGameDifficulty = 1; var currentStreak = 0; var multiplier = 1; var gameActive = false; // Start with menu var shakeIntensity = 0; var shakeDecay = 0.9; var lastRngTime = 0; var rngCooldown = 500; // 0.5 second cooldown in milliseconds var gameState = 'menu'; // 'menu' or 'playing' // Particle system var particleSystem = game.addChild(new ParticleSystem()); // KEMALDEV title display var kemaldevTitle = new Text2('KEMALDEV', { size: 120, fill: 0xFFD700, stroke: 0x2d3436, strokeThickness: 8 }); kemaldevTitle.anchor.set(0.5, 0.5); kemaldevTitle.x = 1024; kemaldevTitle.y = 1366; kemaldevTitle.alpha = 0; game.addChild(kemaldevTitle); // KEMALDEV logo var kemaldevLogo = game.attachAsset('kemaldevLogo', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366 - 300, alpha: 0, scaleX: 1.2, scaleY: 1.2 }); // Show KEMALDEV title first tween(kemaldevTitle, { alpha: 1, scaleX: 1.2, scaleY: 1.2 }, { duration: 1000, easing: tween.bounceOut, onFinish: function onFinish() { // Hold for 2 seconds then fade out and show menu LK.setTimeout(function () { tween(kemaldevTitle, { alpha: 0, scaleX: 0.8, scaleY: 0.8 }, { duration: 500, easing: tween.easeIn, onFinish: function onFinish() { kemaldevTitle.destroy(); kemaldevLogo.destroy(); // Now show the start menu var startMenu = game.addChild(new StartMenu()); startMenu.x = 1024; startMenu.y = 1366; startMenu.show(); } }); // Fade out logo simultaneously tween(kemaldevLogo, { alpha: 0, scaleX: 0.8, scaleY: 0.8 }, { duration: 500, easing: tween.easeIn }); }, 2000); } }); // Show KEMALDEV logo with synchronized animation tween(kemaldevLogo, { alpha: 1, scaleX: 1.4, scaleY: 1.4, rotation: Math.PI * 2 }, { duration: 1000, easing: tween.bounceOut }); // Add spinning animation to logo during display var _logoSpinAnimation = function logoSpinAnimation() { tween(kemaldevLogo, { rotation: kemaldevLogo.rotation + Math.PI * 2 }, { duration: 2000, easing: tween.easeInOut, onFinish: _logoSpinAnimation }); }; LK.setTimeout(_logoSpinAnimation, 1200); // Start game function function startGame(difficultyLevel) { gameState = 'playing'; gameActive = true; selectedGameDifficulty = difficultyLevel; difficulty = difficultyLevel; // Adjust game parameters based on difficulty if (difficultyLevel === 1) { // Easy: More time, slower progression gameTime = 90000; // 90 seconds rngCooldown = 300; // Faster RNG } else if (difficultyLevel === 2) { // Medium: Normal settings gameTime = 60000; // 60 seconds rngCooldown = 500; // Normal RNG } else { // Impossible: Less time, faster progression, longer cooldown gameTime = 45000; // 45 seconds rngCooldown = 800; // Slower RNG } timeRemaining = gameTime; // Start background music LK.playMusic('backgroundMusic'); // Start timers startGameTimers(); // Show game elements with animations // Fade in tap area tween(tapArea, { alpha: 0.1 }, { duration: 1000, easing: tween.easeIn }); // Animate number display entrance LK.setTimeout(function () { tween(numberDisplay, { alpha: 1, scaleX: 1, scaleY: 1 }, { duration: 800, easing: tween.bounceOut }); }, 600); // Animate AI competitor entrance LK.setTimeout(function () { tween(aiCompetitor, { alpha: 1, scaleX: 0.8, scaleY: 0.8 }, { duration: 800, easing: tween.bounceOut }); }, 700); // Set AI difficulty aiCompetitor.setDifficulty(difficultyLevel); // Animate target pattern entrance LK.setTimeout(function () { tween(targetPattern, { alpha: 1, y: 350 }, { duration: 600, easing: tween.easeOut }); }, 800); // Animate streak display entrance LK.setTimeout(function () { tween(streakDisplay, { alpha: 1, y: 1200 }, { duration: 500, easing: tween.easeOut }); }, 1000); // Initialize first pattern after animations LK.setTimeout(function () { targetPattern.generatePattern(difficulty); }, 1200); // Show and animate instructions LK.setTimeout(function () { tween(instructionText, { alpha: 1, y: 480 }, { duration: 800, easing: tween.bounceOut }); // Floating animation var _floatInstructions = function floatInstructions() { tween(instructionText, { y: 520 }, { duration: 2000, easing: tween.easeInOut, onFinish: function onFinish() { tween(instructionText, { y: 480 }, { duration: 2000, easing: tween.easeInOut, onFinish: _floatInstructions }); } }); }; _floatInstructions(); // Fade out instructions after 3 seconds LK.setTimeout(function () { tween(instructionText, { alpha: 0, y: 450 }, { duration: 1000, easing: tween.easeIn }); }, 3000); }, 200); // Slow left-right movement for instruction text var _instructMoveAnim = function instructMoveAnim() { tween(instructionText, { x: 40 }, { duration: 4000, easing: tween.easeInOut, onFinish: function onFinish() { tween(instructionText, { x: -40 }, { duration: 4000, easing: tween.easeInOut, onFinish: function onFinish() { tween(instructionText, { x: 0 }, { duration: 4000, easing: tween.easeInOut, onFinish: _instructMoveAnim }); } }); } }); }; LK.setTimeout(_instructMoveAnim, 1500); // Show UI elements with animations LK.setTimeout(function () { tween(scoreTxt, { alpha: 1, scaleX: 1, scaleY: 1 }, { duration: 600, easing: tween.bounceOut }); // Animate AI score display tween(aiScoreTxt, { alpha: 1, scaleX: 1, scaleY: 1 }, { duration: 600, easing: tween.bounceOut }); }, 300); LK.setTimeout(function () { tween(timeTxt, { alpha: 1, scaleX: 1, scaleY: 1 }, { duration: 500, easing: tween.bounceOut }); }, 200); LK.setTimeout(function () { tween(difficultyTxt, { alpha: 1, x: 20 }, { duration: 700, easing: tween.easeOut }); }, 400); // Show multiplier display LK.setTimeout(function () { tween(multiplierTxt, { alpha: 1, y: 0 }, { duration: 500, easing: tween.bounceOut }); }, 1200); } function startGameTimers() { // Game timer gameTimer = LK.setInterval(function () { if (!gameActive) return; timeRemaining -= 100; var seconds = Math.ceil(timeRemaining / 1000); timeTxt.setText(seconds.toString()); // Dynamic background color based on time remaining if (timeRemaining < 10000) { // Gradually shift to dramatic purple-red as time runs out var urgency = 1 - timeRemaining / 10000; var red = Math.floor(45 + urgency * 80); var green = Math.floor(35 * (1 - urgency)); var blue = Math.floor(54 + urgency * 40); game.setBackgroundColor(red << 16 | green << 8 | blue); } else if (currentStreak > 5) { // Beautiful teal-gold background for high streaks game.setBackgroundColor(0x00b894); } else { // Enhanced default background with warmer tones game.setBackgroundColor(0x2d3436); } if (timeRemaining <= 0) { gameActive = false; LK.clearInterval(gameTimer); LK.clearInterval(difficultyTimer); // Compare player score vs AI score var playerScore = LK.getScore(); var aiScore = aiCompetitor ? aiCompetitor.aiScore : 0; if (playerScore > aiScore && playerScore >= 300) { LK.showYouWin(); // Player beat AI and got good score } else if (playerScore > aiScore) { LK.showGameOver(); // Player beat AI but low score } else { LK.showGameOver(); // AI won or tied } } }, 100); // Difficulty progression difficultyTimer = LK.setInterval(function () { if (!gameActive) return; var baseDifficulty = selectedGameDifficulty; var timeFactor = Math.floor((gameTime - timeRemaining) / 10000); difficulty = Math.min(10, baseDifficulty + timeFactor); difficultyTxt.setText(getText('level') + difficulty); // Generate new pattern every 5 seconds if ((gameTime - timeRemaining) % 5000 < 100) { targetPattern.generatePattern(difficulty); } }, 100); } // UI Elements (initially hidden) var scoreTxt = new Text2('PLAYER: 0', { size: 38, fill: 0xfdcb6e, stroke: 0x2d3436, strokeThickness: 4 }); scoreTxt.anchor.set(0.5, 0); scoreTxt.x = 0; scoreTxt.y = 80; scoreTxt.alpha = 0; scoreTxt.scaleX = 0; scoreTxt.scaleY = 0; LK.gui.top.addChild(scoreTxt); // AI Score display var aiScoreTxt = new Text2('AI: 0', { size: 38, fill: 0xff6b6b, stroke: 0x2d3436, strokeThickness: 4 }); aiScoreTxt.anchor.set(0.5, 0); aiScoreTxt.x = 0; aiScoreTxt.y = 130; aiScoreTxt.alpha = 0; aiScoreTxt.scaleX = 0; aiScoreTxt.scaleY = 0; LK.gui.top.addChild(aiScoreTxt); var timeTxt = new Text2('60', { size: 52, fill: 0xfd79a8, stroke: 0x2d3436, strokeThickness: 4 }); timeTxt.anchor.set(1, 0); timeTxt.x = -20; timeTxt.y = 20; timeTxt.alpha = 0; timeTxt.scaleX = 0; timeTxt.scaleY = 0; LK.gui.topRight.addChild(timeTxt); var difficultyTxt = new Text2(getText('level') + '1', { size: 42, fill: 0x74b9ff, stroke: 0x2d3436, strokeThickness: 3 }); difficultyTxt.anchor.set(0, 0); difficultyTxt.x = -100; difficultyTxt.y = 120; difficultyTxt.alpha = 0; LK.gui.topLeft.addChild(difficultyTxt); // Game objects - initially hidden var tapArea = game.attachAsset('tapArea', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366, alpha: 0 }); var numberDisplay = game.addChild(new NumberDisplay()); numberDisplay.x = 1024; numberDisplay.y = 700; numberDisplay.alpha = 0; numberDisplay.scaleX = 0.3; numberDisplay.scaleY = 0.3; // AI Competitor var aiCompetitor = game.addChild(new AICompetitor()); aiCompetitor.x = 1024; aiCompetitor.y = 950; aiCompetitor.alpha = 0; aiCompetitor.scaleX = 0.8; aiCompetitor.scaleY = 0.8; var targetPattern = game.addChild(new TargetPattern()); targetPattern.x = 1024; targetPattern.y = 250; targetPattern.alpha = 0; var streakDisplay = game.addChild(new StreakDisplay()); streakDisplay.x = 1024; streakDisplay.y = 1300; streakDisplay.alpha = 0; // Instructions var instructionText = new Text2(getText('tapToGenerate'), { size: 52, fill: 0xa29bfe, stroke: 0x2d3436, strokeThickness: 3 }); instructionText.anchor.set(0.5, 0.5); instructionText.x = 1024; instructionText.y = 500; instructionText.alpha = 0; game.addChild(instructionText); // Timer variables var gameTimer; var difficultyTimer; // Touch handling game.down = function (x, y, obj) { if (!gameActive || gameState !== 'playing') return; // Check cooldown var currentTime = Date.now(); if (currentTime - lastRngTime < rngCooldown) { return; // Still in cooldown, ignore tap } lastRngTime = currentTime; numberDisplay.generateNumber(); LK.getSound('numberGenerate').play(); // Check for match if (targetPattern.checkMatch(numberDisplay.currentNumber)) { // Match found! currentStreak++; multiplier = Math.min(5, 1 + Math.floor(currentStreak / 3)); var points = targetPattern.points * multiplier; LK.setScore(LK.getScore() + points); // Screen shake for big matches if (multiplier > 2) { shakeIntensity = Math.min(15, multiplier * 3); } // Particle burst for matches var particleColor = multiplier > 3 ? 0xFFD700 : 0x00FF00; var particleCount = Math.min(20, 5 + multiplier * 2); particleSystem.burst(numberDisplay.x, numberDisplay.y, particleColor, particleCount); // Update score text scoreTxt.setText('PLAYER: ' + LK.getScore().toString()); // Score animation tween(scoreTxt, { scaleX: 1.3, scaleY: 1.3 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(scoreTxt, { scaleX: 1, scaleY: 1 }, { duration: 300, easing: tween.bounceOut }); } }); // Enhanced number display celebration tween(numberDisplay, { rotation: Math.PI * 2 }, { duration: 600, easing: tween.easeOut }); streakDisplay.updateStreak(currentStreak); // Visual feedback LK.effects.flashObject(targetPattern, 0x00ff00, 500); if (currentStreak > 1) { LK.getSound('streak').play(); // Extra particles for streak particleSystem.burst(streakDisplay.x, streakDisplay.y, 0xFFD700, 8); } else { LK.getSound('match').play(); } // Generate new pattern targetPattern.generatePattern(difficulty); } else { // No match, reset streak if (currentStreak > 0) { currentStreak = 0; multiplier = 1; streakDisplay.updateStreak(currentStreak); // Flash red for missed match LK.effects.flashObject(numberDisplay, 0xff0000, 300); // Red particles for miss particleSystem.burst(numberDisplay.x, numberDisplay.y, 0xFF0000, 5); } } }; // Multiplier display var multiplierTxt = new Text2('x1', { size: 45, fill: 0xfd79a8, stroke: 0x2d3436, strokeThickness: 4 }); multiplierTxt.anchor.set(0.5, 1); multiplierTxt.alpha = 0; multiplierTxt.y = 50; LK.gui.bottom.addChild(multiplierTxt); game.update = function () { if (!gameActive) return; // Screen shake effect if (shakeIntensity > 0) { game.x = (Math.random() - 0.5) * shakeIntensity; game.y = (Math.random() - 0.5) * shakeIntensity; shakeIntensity *= shakeDecay; if (shakeIntensity < 0.5) { shakeIntensity = 0; game.x = 0; game.y = 0; } } // Update multiplier display multiplierTxt.setText('x' + multiplier); // Enhanced pulse multiplier when active if (multiplier > 1) { var pulse = Math.sin(LK.ticks * 0.15) * 0.15 + 1; multiplierTxt.scaleX = pulse; multiplierTxt.scaleY = pulse; // Color shift for high multipliers if (multiplier > 3) { var colorShift = Math.sin(LK.ticks * 0.1) * 0.5 + 0.5; multiplierTxt.tint = 0xFFFFFF * colorShift + 0xFF0000 * (1 - colorShift); } } else { multiplierTxt.scaleX = 1; multiplierTxt.scaleY = 1; multiplierTxt.tint = 0xFFD700; } // AI Competitor logic if (gameActive && gameState === 'playing' && aiCompetitor) { // Update AI difficulty based on current game difficulty aiCompetitor.setDifficulty(difficulty); // AI attempts to match patterns aiCompetitor.attemptMatch(targetPattern); // Update AI score display aiScoreTxt.setText('AI: ' + aiCompetitor.aiScore); // AI score animation when it scores if (aiCompetitor.aiScore > 0) { var aiPulse = Math.sin(LK.ticks * 0.1) * 0.1 + 1; aiScoreTxt.scaleX = aiPulse; aiScoreTxt.scaleY = aiPulse; } // Competitive visual feedback if (aiCompetitor.aiScore > LK.getScore()) { // AI is winning - make AI score more prominent aiScoreTxt.tint = 0xffffff; scoreTxt.tint = 0x888888; } else if (LK.getScore() > aiCompetitor.aiScore) { // Player is winning scoreTxt.tint = 0xffffff; aiScoreTxt.tint = 0x888888; } else { // Tie scoreTxt.tint = 0xfdcb6e; aiScoreTxt.tint = 0xff6b6b; } } // Enhanced time warning effect if (timeRemaining < 10000) { var flash = Math.sin(LK.ticks * 0.3) * 0.3 + 0.7; timeTxt.alpha = flash; // Pulse timer when very low if (timeRemaining < 5000) { var urgentPulse = Math.sin(LK.ticks * 0.2) * 0.2 + 1; timeTxt.scaleX = urgentPulse; timeTxt.scaleY = urgentPulse; } } // Subtle floating animation for number display numberDisplay.y = 700 + Math.sin(LK.ticks * 0.05) * 10; // AI floating animation if (aiCompetitor) { aiCompetitor.y = 950 + Math.sin(LK.ticks * 0.03 + 1) * 8; } // Rainbow effect for high scores removed };
===================================================================
--- original.js
+++ change.js
@@ -5,8 +5,161 @@
/****
* Classes
****/
+var AICompetitor = Container.expand(function () {
+ var self = Container.call(this);
+ var aiDisplay = self.attachAsset('numberDisplay', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ aiDisplay.tint = 0xff6b6b; // Red tint for AI
+ var aiText = new Text2('AI', {
+ size: 40,
+ fill: 0xFFFFFF
+ });
+ aiText.anchor.set(0.5, 0.5);
+ aiText.y = -80;
+ self.addChild(aiText);
+ var aiNumberText = new Text2('?', {
+ size: 60,
+ fill: 0xFFFFFF
+ });
+ aiNumberText.anchor.set(0.5, 0.5);
+ self.addChild(aiNumberText);
+ self.currentNumber = 0;
+ self.aiScore = 0;
+ self.aiStreak = 0;
+ self.lastAttemptTime = 0;
+ self.difficulty = 1;
+ // AI intelligence parameters
+ self.reactionTime = 1000; // Base reaction time in ms
+ self.accuracy = 0.7; // Base accuracy (70%)
+ self.patternMemory = [];
+ self.setDifficulty = function (diff) {
+ self.difficulty = diff;
+ // Adjust AI parameters based on difficulty
+ if (diff <= 3) {
+ self.reactionTime = 1500 - diff * 100; // Slower at lower difficulties
+ self.accuracy = 0.5 + diff * 0.1; // Less accurate
+ } else if (diff <= 7) {
+ self.reactionTime = 1200 - diff * 50;
+ self.accuracy = 0.6 + diff * 0.05;
+ } else {
+ self.reactionTime = 800; // Very fast at high difficulty
+ self.accuracy = 0.85; // Very accurate
+ }
+ };
+ self.generateNumber = function () {
+ self.currentNumber = Math.floor(Math.random() * 100) + 1;
+ aiNumberText.setText(self.currentNumber.toString());
+ // Animation for AI number generation
+ tween(self, {
+ scaleX: 1.2,
+ scaleY: 1.2,
+ rotation: 0.1
+ }, {
+ duration: 100,
+ easing: tween.easeOut
+ });
+ tween(self, {
+ scaleX: 1.0,
+ scaleY: 1.0,
+ rotation: 0
+ }, {
+ duration: 200,
+ easing: tween.bounceOut
+ });
+ // Flash effect
+ tween(aiDisplay, {
+ tint: 0xffffff
+ }, {
+ duration: 50,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ tween(aiDisplay, {
+ tint: 0xff6b6b
+ }, {
+ duration: 100,
+ easing: tween.easeIn
+ });
+ }
+ });
+ };
+ self.attemptMatch = function (targetPattern) {
+ var currentTime = Date.now();
+ if (currentTime - self.lastAttemptTime < self.reactionTime) {
+ return false; // Still in cooldown
+ }
+ // AI decision making with some randomness
+ var shouldAttempt = Math.random() < 0.3; // 30% chance to attempt each update
+ if (!shouldAttempt) return false;
+ self.lastAttemptTime = currentTime;
+ // Smart number generation based on pattern
+ var targetNumber = self.generateSmartNumber(targetPattern);
+ if (targetNumber !== null) {
+ self.currentNumber = targetNumber;
+ } else {
+ // Fallback to random if can't determine good number
+ self.generateNumber();
+ return false;
+ }
+ aiNumberText.setText(self.currentNumber.toString());
+ // Check if AI's number matches the pattern
+ var isMatch = targetPattern.checkMatch(self.currentNumber);
+ // Add some inaccuracy - AI might miss even when it should match
+ if (isMatch && Math.random() > self.accuracy) {
+ isMatch = false; // AI missed due to inaccuracy
+ }
+ if (isMatch) {
+ self.aiStreak++;
+ var aiMultiplier = Math.min(5, 1 + Math.floor(self.aiStreak / 3));
+ var points = targetPattern.points * aiMultiplier;
+ self.aiScore += points;
+ // Visual feedback for AI success
+ tween(self, {
+ rotation: Math.PI
+ }, {
+ duration: 400,
+ easing: tween.easeOut
+ });
+ // Success particles
+ if (typeof particleSystem !== 'undefined') {
+ particleSystem.burst(self.x, self.y, 0xff6b6b, 8);
+ }
+ return true;
+ } else {
+ // AI missed - reset streak
+ if (self.aiStreak > 0) {
+ self.aiStreak = 0;
+ }
+ return false;
+ }
+ };
+ self.generateSmartNumber = function (targetPattern) {
+ // AI tries to be smart about number generation
+ if (targetPattern.targetMin === targetPattern.targetMax) {
+ // Divisible pattern
+ var divisor = targetPattern.targetMin;
+ var multiple = Math.floor(Math.random() * (100 / divisor)) + 1;
+ return multiple * divisor;
+ } else if (targetPattern.targetMin === 1 || targetPattern.targetMin === 2) {
+ // Even/Odd pattern
+ if (targetPattern.targetMin === 2) {
+ // Even number needed
+ return (Math.floor(Math.random() * 50) + 1) * 2;
+ } else {
+ // Odd number needed
+ return Math.floor(Math.random() * 50) * 2 + 1;
+ }
+ } else {
+ // Range pattern
+ var range = targetPattern.targetMax - targetPattern.targetMin + 1;
+ return targetPattern.targetMin + Math.floor(Math.random() * range);
+ }
+ };
+ return self;
+});
var NumberDisplay = Container.expand(function () {
var self = Container.call(this);
var bg = self.attachAsset('numberDisplay', {
anchorX: 0.5,
@@ -628,8 +781,21 @@
duration: 800,
easing: tween.bounceOut
});
}, 600);
+ // Animate AI competitor entrance
+ LK.setTimeout(function () {
+ tween(aiCompetitor, {
+ alpha: 1,
+ scaleX: 0.8,
+ scaleY: 0.8
+ }, {
+ duration: 800,
+ easing: tween.bounceOut
+ });
+ }, 700);
+ // Set AI difficulty
+ aiCompetitor.setDifficulty(difficultyLevel);
// Animate target pattern entrance
LK.setTimeout(function () {
tween(targetPattern, {
alpha: 1,
@@ -728,8 +894,17 @@
}, {
duration: 600,
easing: tween.bounceOut
});
+ // Animate AI score display
+ tween(aiScoreTxt, {
+ alpha: 1,
+ scaleX: 1,
+ scaleY: 1
+ }, {
+ duration: 600,
+ easing: tween.bounceOut
+ });
}, 300);
LK.setTimeout(function () {
tween(timeTxt, {
alpha: 1,
@@ -785,12 +960,17 @@
if (timeRemaining <= 0) {
gameActive = false;
LK.clearInterval(gameTimer);
LK.clearInterval(difficultyTimer);
- if (LK.getScore() >= 500) {
- LK.showYouWin();
+ // Compare player score vs AI score
+ var playerScore = LK.getScore();
+ var aiScore = aiCompetitor ? aiCompetitor.aiScore : 0;
+ if (playerScore > aiScore && playerScore >= 300) {
+ LK.showYouWin(); // Player beat AI and got good score
+ } else if (playerScore > aiScore) {
+ LK.showGameOver(); // Player beat AI but low score
} else {
- LK.showGameOver();
+ LK.showGameOver(); // AI won or tied
}
}
}, 100);
// Difficulty progression
@@ -806,21 +986,35 @@
}
}, 100);
}
// UI Elements (initially hidden)
-var scoreTxt = new Text2('0', {
- size: 48,
+var scoreTxt = new Text2('PLAYER: 0', {
+ size: 38,
fill: 0xfdcb6e,
stroke: 0x2d3436,
strokeThickness: 4
});
scoreTxt.anchor.set(0.5, 0);
scoreTxt.x = 0;
-scoreTxt.y = 100;
+scoreTxt.y = 80;
scoreTxt.alpha = 0;
scoreTxt.scaleX = 0;
scoreTxt.scaleY = 0;
LK.gui.top.addChild(scoreTxt);
+// AI Score display
+var aiScoreTxt = new Text2('AI: 0', {
+ size: 38,
+ fill: 0xff6b6b,
+ stroke: 0x2d3436,
+ strokeThickness: 4
+});
+aiScoreTxt.anchor.set(0.5, 0);
+aiScoreTxt.x = 0;
+aiScoreTxt.y = 130;
+aiScoreTxt.alpha = 0;
+aiScoreTxt.scaleX = 0;
+aiScoreTxt.scaleY = 0;
+LK.gui.top.addChild(aiScoreTxt);
var timeTxt = new Text2('60', {
size: 52,
fill: 0xfd79a8,
stroke: 0x2d3436,
@@ -857,8 +1051,15 @@
numberDisplay.y = 700;
numberDisplay.alpha = 0;
numberDisplay.scaleX = 0.3;
numberDisplay.scaleY = 0.3;
+// AI Competitor
+var aiCompetitor = game.addChild(new AICompetitor());
+aiCompetitor.x = 1024;
+aiCompetitor.y = 950;
+aiCompetitor.alpha = 0;
+aiCompetitor.scaleX = 0.8;
+aiCompetitor.scaleY = 0.8;
var targetPattern = game.addChild(new TargetPattern());
targetPattern.x = 1024;
targetPattern.y = 250;
targetPattern.alpha = 0;
@@ -907,9 +1108,9 @@
var particleColor = multiplier > 3 ? 0xFFD700 : 0x00FF00;
var particleCount = Math.min(20, 5 + multiplier * 2);
particleSystem.burst(numberDisplay.x, numberDisplay.y, particleColor, particleCount);
// Update score text
- scoreTxt.setText(LK.getScore().toString());
+ scoreTxt.setText('PLAYER: ' + LK.getScore().toString());
// Score animation
tween(scoreTxt, {
scaleX: 1.3,
scaleY: 1.3
@@ -998,8 +1199,37 @@
multiplierTxt.scaleX = 1;
multiplierTxt.scaleY = 1;
multiplierTxt.tint = 0xFFD700;
}
+ // AI Competitor logic
+ if (gameActive && gameState === 'playing' && aiCompetitor) {
+ // Update AI difficulty based on current game difficulty
+ aiCompetitor.setDifficulty(difficulty);
+ // AI attempts to match patterns
+ aiCompetitor.attemptMatch(targetPattern);
+ // Update AI score display
+ aiScoreTxt.setText('AI: ' + aiCompetitor.aiScore);
+ // AI score animation when it scores
+ if (aiCompetitor.aiScore > 0) {
+ var aiPulse = Math.sin(LK.ticks * 0.1) * 0.1 + 1;
+ aiScoreTxt.scaleX = aiPulse;
+ aiScoreTxt.scaleY = aiPulse;
+ }
+ // Competitive visual feedback
+ if (aiCompetitor.aiScore > LK.getScore()) {
+ // AI is winning - make AI score more prominent
+ aiScoreTxt.tint = 0xffffff;
+ scoreTxt.tint = 0x888888;
+ } else if (LK.getScore() > aiCompetitor.aiScore) {
+ // Player is winning
+ scoreTxt.tint = 0xffffff;
+ aiScoreTxt.tint = 0x888888;
+ } else {
+ // Tie
+ scoreTxt.tint = 0xfdcb6e;
+ aiScoreTxt.tint = 0xff6b6b;
+ }
+ }
// Enhanced time warning effect
if (timeRemaining < 10000) {
var flash = Math.sin(LK.ticks * 0.3) * 0.3 + 0.7;
timeTxt.alpha = flash;
@@ -1011,6 +1241,10 @@
}
}
// Subtle floating animation for number display
numberDisplay.y = 700 + Math.sin(LK.ticks * 0.05) * 10;
+ // AI floating animation
+ if (aiCompetitor) {
+ aiCompetitor.y = 950 + Math.sin(LK.ticks * 0.03 + 1) * 8;
+ }
// Rainbow effect for high scores removed
};
\ No newline at end of file