User prompt
bigger this weapon
User prompt
When the player hits a target: The word "HIT" will appear in the center of the screen It will be bold and bright, with a quick electric or flash effect It stays on screen for about 0.5 to 1 second, then fades out When the player misses a target: The word "MISS" will appear in the center of the screen It will be shown in neon red or magenta, possibly with a flicker or glitch animation It also stays visible for 0.5 to 1 second before disappearing
User prompt
Game start with 0 , 100 countdown
User prompt
Show my weapon on screen
User prompt
Increase totalTargets to 100 for 100 enemies per game session
User prompt
The game will record the fastest reaction time achieved during each session.
User prompt
target auto-miss timeout to 1.2 seconds for all target sizes and zones
User prompt
Each target will stay visible on screen for 1.5 seconds before disappearing (if not hit by the player). This duration applies to all target sizes and zones unless otherwise modified for difficulty scaling.
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Center Zone Target size: 80x80 px Spawn frequency: 65% Spawn position: Randomized within the central screen region
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Total Target Spawns: 100 enemies per game session
User prompt
Please fix the bug: 'Timeout.tick error: isGameActive is not defined' in or related to this line: 'if (enemy.isHit || !isGameActive) {' Line Number: 276
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create a new screen layout assets
User prompt
Targets can appear in three different sizes: 80x80, 160x160, and 320x320 pixels — but most of the time, they will be 80x80 in size.
Code edit (1 edits merged)
Please save this source code
User prompt
Reflexometry
Initial prompt
Create a game set in a cyberpunk-themed environment, displayed on a small screen with a photo-style background featuring futuristic neon elements. Enemies appear on the screen, designed in a "bad guy" aesthetic to match the cyberpunk style. Our hero uses an electric weapon to shoot. There are 15 targets total. One enemy appears at a time, spawning randomly from different positions. Each target stays visible for 1 second, then quickly drops down and disappears. The player's reaction time will be measured. The game could be named Reflexometry. Each shot has a unique sound effect. A main background music track with a cyberpunk/synthwave style plays throughout. Each time the player hits a target, a different hit sound is played. The number of targets hit is displayed on the screen at all times. Targets appear as paper-like cutouts, styled to fit the cyberpunk aesthetic (e.g., glitch effects, neon outlines, etc.).
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Enemy target class var Enemy = Container.expand(function () { var self = Container.call(this); // Attach enemy image, anchor center var enemyImg = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); // For hit animation self.isHit = false; // Show hit effect self.showHit = function () { if (self.isHit) return; self.isHit = true; // Add hit effect var hitFx = self.attachAsset('hit', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0, alpha: 0.8, scaleX: 0.7, scaleY: 0.7 }); tween(hitFx, { alpha: 0, scaleX: 1.3, scaleY: 1.3 }, { duration: 350, easing: tween.cubicOut, onFinish: function onFinish() { hitFx.destroy(); } }); }; // Show shot effect self.showShot = function (localX, localY) { var shotFx = self.attachAsset('shot', { anchorX: 0.1, anchorY: 0.5, x: localX, y: localY, alpha: 0.9, scaleX: 0.7 + Math.random() * 0.3, scaleY: 0.7 + Math.random() * 0.3, rotation: (Math.random() - 0.5) * 0.5 }); tween(shotFx, { alpha: 0, scaleX: 1.2, scaleY: 1.2 }, { duration: 180, easing: tween.linear, onFinish: function onFinish() { shotFx.destroy(); } }); }; // Handle tap self.down = function (x, y, obj) { if (self.isHit) return; self.showShot(0, 0); LK.getSound('shotSfx').play(); // Mark as hit self.showHit(); LK.getSound('hitSfx').play(); // Notify game if (typeof onEnemyHit === 'function') { onEnemyHit(self); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x0a0a1a // Deep blue-black for cyberpunk }); /**** * Game Code ****/ // Music: synthwave background // Sound: glitch hit // Sound: electric shot // Neon-glitch hit effect // Electric shot effect (neon bolt) // Neon-glitch enemy (paper cutout style) // Play synthwave music LK.playMusic('synthwave'); // Game state var totalTargets = 15; var targetsHit = 0; var currentTarget = null; var targetIndex = 0; var reactionTimes = []; var targetAppearTime = 0; var isGameActive = true; // Score text var scoreTxt = new Text2('0 / 15', { size: 120, fill: 0x00FFF7 }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Reaction time text var reactionTxt = new Text2('Reaction: -- ms', { size: 70, fill: 0xFF00C8 }); reactionTxt.anchor.set(0.5, 0); LK.gui.top.addChild(reactionTxt); reactionTxt.y = 130; // End screen text (hidden by default) var endTxt = new Text2('', { size: 110, fill: 0xFFF600 }); endTxt.anchor.set(0.5, 0.5); endTxt.visible = false; LK.gui.center.addChild(endTxt); // Used for event callback var onEnemyHit = null; // Generate random position for enemy (avoid top 200px and bottom 200px, and left 100px/right 100px) function getRandomEnemyPos(enemyW, enemyH) { var marginX = 160; var marginY = 220; var x = marginX + Math.random() * (2048 - 2 * marginX); var y = marginY + Math.random() * (2732 - 2 * marginY); return { x: x, y: y }; } // Show next target function showNextTarget() { if (currentTarget) { currentTarget.destroy(); currentTarget = null; } if (targetIndex >= totalTargets) { endGame(); return; } // Randomly select enemy size: 80x80 (60%), 160x160 (25%), 320x320 (15%) var sizeRand = Math.random(); var enemySize = 80; if (sizeRand > 0.85) { enemySize = 320; } else if (sizeRand > 0.60) { enemySize = 160; } // Create enemy var enemy = new Enemy(); // Set scale so the base asset (320x320) matches the chosen size var scale = enemySize / 320; enemy.scale.set(scale * (1.1 + Math.random() * 0.2)); // Get random position, passing the actual size var pos = getRandomEnemyPos(enemySize, enemySize); enemy.x = pos.x; enemy.y = pos.y; enemy.rotation = (Math.random() - 0.5) * 0.2; enemy.alpha = 0.0; game.addChild(enemy); // Animate in tween(enemy, { alpha: 1 }, { duration: 120, easing: tween.cubicOut }); // Set up hit callback onEnemyHit = function onEnemyHit(e) { if (!isGameActive) return; // Calculate reaction time var now = Date.now(); var react = now - targetAppearTime; reactionTimes.push(react); targetsHit++; scoreTxt.setText(targetsHit + ' / ' + totalTargets); reactionTxt.setText('Reaction: ' + react + ' ms'); // Remove enemy after short delay LK.setTimeout(function () { if (currentTarget) { currentTarget.destroy(); currentTarget = null; } targetIndex++; showNextTarget(); }, 220); }; // Set up auto-miss (if not hit in 1s) LK.setTimeout(function () { if (enemy.isHit || !isGameActive) return; // Missed: just remove and go to next reactionTimes.push(1000); reactionTxt.setText('Reaction: MISS'); tween(enemy, { alpha: 0 }, { duration: 120, onFinish: function onFinish() { if (currentTarget) { currentTarget.destroy(); currentTarget = null; } targetIndex++; showNextTarget(); } }); }, 1000); // Track for removal currentTarget = enemy; targetAppearTime = Date.now(); } // End game function endGame() { isGameActive = false; if (currentTarget) { currentTarget.destroy(); currentTarget = null; } // Calculate stats var hits = targetsHit; var avgReact = 0; var hitCount = 0; for (var i = 0; i < reactionTimes.length; i++) { if (reactionTimes[i] < 1000) { avgReact += reactionTimes[i]; hitCount++; } } avgReact = hitCount ? Math.round(avgReact / hitCount) : 0; var msg = ''; if (hits === totalTargets) { msg = 'PERFECT!\n'; } else if (hits >= totalTargets - 2) { msg = 'Great job!\n'; } else { msg = 'Keep practicing!\n'; } msg += 'You hit ' + hits + ' / ' + totalTargets + '\n'; msg += 'Avg. Reaction: ' + (avgReact ? avgReact + ' ms' : '--') + '\n\nTap to play again!'; endTxt.setText(msg); endTxt.visible = true; // Show win/lose popup if (hits === totalTargets) { LK.showYouWin(); } else { LK.showGameOver(); } } // Restart game on tap after end game.down = function (x, y, obj) { if (!isGameActive && endTxt.visible) { // Reset state targetsHit = 0; targetIndex = 0; reactionTimes = []; isGameActive = true; scoreTxt.setText('0 / ' + totalTargets); reactionTxt.setText('Reaction: -- ms'); endTxt.visible = false; showNextTarget(); } }; // Start game showNextTarget(); // No dragging or move needed for this game game.move = function (x, y, obj) {}; game.up = function (x, y, obj) {}; // No per-frame update needed game.update = function () {};
===================================================================
--- original.js
+++ change.js
@@ -153,14 +153,25 @@
if (targetIndex >= totalTargets) {
endGame();
return;
}
+ // Randomly select enemy size: 80x80 (60%), 160x160 (25%), 320x320 (15%)
+ var sizeRand = Math.random();
+ var enemySize = 80;
+ if (sizeRand > 0.85) {
+ enemySize = 320;
+ } else if (sizeRand > 0.60) {
+ enemySize = 160;
+ }
// Create enemy
var enemy = new Enemy();
- var pos = getRandomEnemyPos(320, 320);
+ // Set scale so the base asset (320x320) matches the chosen size
+ var scale = enemySize / 320;
+ enemy.scale.set(scale * (1.1 + Math.random() * 0.2));
+ // Get random position, passing the actual size
+ var pos = getRandomEnemyPos(enemySize, enemySize);
enemy.x = pos.x;
enemy.y = pos.y;
- enemy.scale.set(1.1 + Math.random() * 0.2);
enemy.rotation = (Math.random() - 0.5) * 0.2;
enemy.alpha = 0.0;
game.addChild(enemy);
// Animate in
A dark, cyberpunk-style photo background (city, alley, rooftop, etc.) Neon lighting, ambient flickers, and animated details for atmosphere.Creat more building and more windows could I see.. 2d
remove back ground
Looking like rough and dark with electrical weapon targets you a man.. make a yellow neon line to image 2d