User prompt
Track consecutive accurate hits and show 'You're doing great!' after every 10.
User prompt
Please fix the bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'indexOf')' in or related to this line: 'if (fastestTxt.text.indexOf('New Record!') !== -1) {' Line Number: 368
User prompt
Only your fastest hit time will be displayed on the screen. After achieving your fastest hit, the scoreboard will show 'New Record!
User prompt
After every 10 consecutive accurate hits, the message 'You're doing great!' will appear on the screen. At the end, the message 'Excellent performance!' will be displayed.
User prompt
When the player fires the weapon, the shot will leave behind a laser trail along its path.Fade out smoothly within 0.2 to 0.5 seconds.Laser trail should move toward the position where I clicked on the screen.
User prompt
neden lazer mouse ile bastıgım noktaya gelmiyor
User prompt
duzelmiyor
User prompt
hayır olmadı yine
User prompt
lazer hedefe dogru gitmiyor
User prompt
nereye sıkarsam oraya dogru gidecek
User prompt
lazer mouse ile isaretledigim yone gidecek
User prompt
It will dynamically adjust and aim precisely to that location every time.
User prompt
The laser beam will follow the exact point on the screen where the player touches or clicks.
User prompt
It will go directly and only to the exact point where the player clicked — not beyond or in any other direction.
User prompt
No matter where you shoot on the screen, the laser beam will always originate from the bottom center edge of the screen, and it will extend toward the exact point you clicked.
User prompt
or black color
User prompt
No matter where you shoot on the screen, the laser beam will always originate from the bottom center edge of the screen, and it will extend toward the exact point you clicked. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
When the player fires, a chain-shaped laser with green neon color beam will appear, extending from the weapon to the mouse click or touch position. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
When the player fires, a green neon laser beam will be shot toward the mouse cursor’s position on the screen that fades out in 0.2 to 0.5 seconds. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
When the player fires, a green neon laser beam will be shot toward the mouse cursor’s position on the screen.
User prompt
When the player fires the weapon, the shot will leave behind a laser trail along its path.Fade out smoothly within 0.2 to 0.5 seconds
User prompt
weapon touch the bottom line
User prompt
at the bottom
User prompt
bigger
User prompt
but like a square
/**** * 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(); } }); // --- Laser trail effect --- // Weapon is always at (1024, 2732 - weaponSize/2) var weaponX = 1024; var weaponY = 2732 - weaponSize / 2; // The target is the tap/click point in game coordinates // localX, localY are relative to the enemy, so get global var targetGlobal = self.parent ? self.parent.toGlobal({ x: self.x + localX, y: self.y + localY }) : { x: self.x + localX, y: self.y + localY }; // Create laser trail from weapon to tap/click point var laserTrail = new LaserTrail(); laserTrail.setTrail(weaponX, weaponY, targetGlobal.x, targetGlobal.y); // Add to game layer (below enemy, above background) if (game && typeof game.addChildAt === "function") { // Try to add just below the enemy for proper layering var idx = self.parent ? self.parent.getChildIndex(self) : -1; if (idx > 0) { game.addChildAt(laserTrail, idx); } else { game.addChild(laserTrail); } } else { game.addChild(laserTrail); } // Fade out and destroy in 0.3s (randomize a bit for variety) var fadeTime = 200 + Math.random() * 120; // 200-320ms laserTrail.fadeAndDestroy(fadeTime); }; // Handle tap self.down = function (x, y, obj) { if (self.isHit) return; // Always fire from bottom center edge toward the tap/click point var weaponX = 1024; var weaponY = 2732 - weaponSize / 2; self.showShot(weaponX - self.x, weaponY - self.y); LK.getSound('shotSfx').play(); // Mark as hit self.showHit(); LK.getSound('hitSfx').play(); // Notify game if (typeof onEnemyHit === 'function') { onEnemyHit(self); } }; return self; }); // LaserTrail class for fading laser trail effect var LaserTrail = Container.expand(function () { var self = Container.call(this); // Create a neon laser rectangle (vertical, will be rotated as needed) var laser = self.attachAsset('neon_sweep', { anchorX: 0.5, anchorY: 1, x: 0, y: 0, width: 32, height: 0, // will be set dynamically alpha: 0.7 }); // Set up the trail self.setTrail = function (x0, y0, x1, y1) { // Calculate distance and angle var dx = x1 - x0; var dy = y1 - y0; var dist = Math.sqrt(dx * dx + dy * dy); var angle = Math.atan2(dy, dx) + Math.PI / 2; // Position at (x0, y0), stretch to (x1, y1) self.x = x0; self.y = y0; laser.height = dist; self.rotation = angle; }; // Animate fade out and destroy self.fadeAndDestroy = function (duration) { tween(self, { alpha: 0 }, { duration: duration, easing: tween.linear, onFinish: function onFinish() { self.destroy(); } }); }; 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) // Add cyberpunk neon city photo-style background var bg = LK.getAsset('cyberpunk_bg', { anchorX: 0, anchorY: 0, x: 0, y: 0, width: 2048, height: 2732 }); game.addChildAt(bg, 0); // Ensure background is at the back // Add subtle animated neon light sweep overlay for ambiance var neonSweep = LK.getAsset('neon_sweep', { anchorX: 0, anchorY: 0, x: 0, y: 0, width: 2048, height: 2732, alpha: 0.18 }); game.addChild(neonSweep); tween(neonSweep, { x: 2048 }, { duration: 3200, repeat: Infinity, yoyo: true, easing: tween.sineInOut }); // Play synthwave music LK.playMusic('synthwave'); // Game state var isGameActive = true; // Track if the game is currently active var totalTargets = 100; var targetsHit = 0; var currentTarget = null; var targetIndex = 0; var reactionTimes = []; var targetAppearTime = 0; // Add neon-glitch border overlay for cyberpunk effect var borderOverlay = LK.getAsset('neon_border', { anchorX: 0, anchorY: 0, x: 0, y: 0, width: 2048, height: 2732, alpha: 0.7 }); game.addChild(borderOverlay); // Score text var scoreTxt = new Text2('0 / 15', { size: 120, fill: 0x00FFF7 }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Add a small neon-glitch logo at the top center for game branding var logo = LK.getAsset('reflexometry_logo', { anchorX: 0.5, anchorY: 0, x: 1024, y: 10, width: 400, height: 100 }); LK.gui.top.addChild(logo); // 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; // Fastest reaction time text var fastestTxt = new Text2('Fastest: -- ms', { size: 60, fill: 0x00FFB0 }); fastestTxt.anchor.set(0.5, 0); LK.gui.top.addChild(fastestTxt); fastestTxt.y = 210; // Track fastest reaction time for this session var fastestReaction = null; // 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 and spawn region var sizeRand = Math.random(); var enemySize = 80; var spawnInCenter = false; if (sizeRand < 0.65) { // 65%: 80x80 in center zone enemySize = 80; spawnInCenter = true; } else if (sizeRand < 0.90) { // 25%: 160x160 anywhere enemySize = 160; } else { // 15%: 320x320 anywhere enemySize = 320; } // 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; if (spawnInCenter) { // Center region: 2048x2732, center zone is 768px wide x 1024px high, centered // Center zone: x in [640, 1408], y in [854, 1878] var centerZoneW = 768; var centerZoneH = 1024; var minX = 1024 - centerZoneW / 2; var minY = 1366 - centerZoneH / 2; var x = minX + Math.random() * (centerZoneW - enemySize); var y = minY + Math.random() * (centerZoneH - enemySize); pos = { x: x + enemySize / 2, y: y + enemySize / 2 }; } else { 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'); // Update fastest reaction time if this is the best so far if (fastestReaction === null || react < fastestReaction) { fastestReaction = react; fastestTxt.setText('Fastest: ' + fastestReaction + ' 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 1.2s) LK.setTimeout(function () { if (enemy.isHit || !isGameActive) return; // Missed: just remove and go to next reactionTimes.push(1200); reactionTxt.setText('Reaction: MISS'); tween(enemy, { alpha: 0 }, { duration: 120, onFinish: function onFinish() { if (currentTarget) { currentTarget.destroy(); currentTarget = null; } targetIndex++; showNextTarget(); } }); }, 1200); // 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'); fastestReaction = null; fastestTxt.setText('Fastest: -- ms'); endTxt.visible = false; showNextTarget(); } }; // Start game showNextTarget(); // Add a bottom neon-glitch HUD bar for future UI elements var hudBar = LK.getAsset('neon_hud_bar', { anchorX: 0.5, anchorY: 1, x: 1024, y: 2732, width: 1800, height: 120, alpha: 0.85 }); LK.gui.bottom.addChild(hudBar); // Show weapon (electric shot) at bottom center, above HUD bar var weaponSize = 900; // Make weapon a much bigger square // Position weapon so its bottom edge touches the bottom line of the game area var weaponY = 2732 - weaponSize / 2; var weapon = LK.getAsset('shot', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: weaponY, width: weaponSize, height: weaponSize, alpha: 0.92, rotation: 0 }); game.addChild(weapon); // 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
@@ -64,13 +64,47 @@
onFinish: function onFinish() {
shotFx.destroy();
}
});
+ // --- Laser trail effect ---
+ // Weapon is always at (1024, 2732 - weaponSize/2)
+ var weaponX = 1024;
+ var weaponY = 2732 - weaponSize / 2;
+ // The target is the tap/click point in game coordinates
+ // localX, localY are relative to the enemy, so get global
+ var targetGlobal = self.parent ? self.parent.toGlobal({
+ x: self.x + localX,
+ y: self.y + localY
+ }) : {
+ x: self.x + localX,
+ y: self.y + localY
+ };
+ // Create laser trail from weapon to tap/click point
+ var laserTrail = new LaserTrail();
+ laserTrail.setTrail(weaponX, weaponY, targetGlobal.x, targetGlobal.y);
+ // Add to game layer (below enemy, above background)
+ if (game && typeof game.addChildAt === "function") {
+ // Try to add just below the enemy for proper layering
+ var idx = self.parent ? self.parent.getChildIndex(self) : -1;
+ if (idx > 0) {
+ game.addChildAt(laserTrail, idx);
+ } else {
+ game.addChild(laserTrail);
+ }
+ } else {
+ game.addChild(laserTrail);
+ }
+ // Fade out and destroy in 0.3s (randomize a bit for variety)
+ var fadeTime = 200 + Math.random() * 120; // 200-320ms
+ laserTrail.fadeAndDestroy(fadeTime);
};
// Handle tap
self.down = function (x, y, obj) {
if (self.isHit) return;
- self.showShot(0, 0);
+ // Always fire from bottom center edge toward the tap/click point
+ var weaponX = 1024;
+ var weaponY = 2732 - weaponSize / 2;
+ self.showShot(weaponX - self.x, weaponY - self.y);
LK.getSound('shotSfx').play();
// Mark as hit
self.showHit();
LK.getSound('hitSfx').play();
@@ -80,8 +114,49 @@
}
};
return self;
});
+// LaserTrail class for fading laser trail effect
+var LaserTrail = Container.expand(function () {
+ var self = Container.call(this);
+ // Create a neon laser rectangle (vertical, will be rotated as needed)
+ var laser = self.attachAsset('neon_sweep', {
+ anchorX: 0.5,
+ anchorY: 1,
+ x: 0,
+ y: 0,
+ width: 32,
+ height: 0,
+ // will be set dynamically
+ alpha: 0.7
+ });
+ // Set up the trail
+ self.setTrail = function (x0, y0, x1, y1) {
+ // Calculate distance and angle
+ var dx = x1 - x0;
+ var dy = y1 - y0;
+ var dist = Math.sqrt(dx * dx + dy * dy);
+ var angle = Math.atan2(dy, dx) + Math.PI / 2;
+ // Position at (x0, y0), stretch to (x1, y1)
+ self.x = x0;
+ self.y = y0;
+ laser.height = dist;
+ self.rotation = angle;
+ };
+ // Animate fade out and destroy
+ self.fadeAndDestroy = function (duration) {
+ tween(self, {
+ alpha: 0
+ }, {
+ duration: duration,
+ easing: tween.linear,
+ onFinish: function onFinish() {
+ self.destroy();
+ }
+ });
+ };
+ return self;
+});
/****
* Initialize Game
****/
@@ -91,15 +166,15 @@
/****
* Game Code
****/
-// Add cyberpunk neon city photo-style background
-// Neon-glitch enemy (paper cutout style)
-// Electric shot effect (neon bolt)
-// Neon-glitch hit effect
-// Sound: electric shot
-// Sound: glitch hit
// Music: synthwave background
+// Sound: glitch hit
+// Sound: electric shot
+// Neon-glitch hit effect
+// Electric shot effect (neon bolt)
+// Neon-glitch enemy (paper cutout style)
+// Add cyberpunk neon city photo-style background
var bg = LK.getAsset('cyberpunk_bg', {
anchorX: 0,
anchorY: 0,
x: 0,
@@ -396,57 +471,7 @@
game.addChild(weapon);
// No dragging or move needed for this game
game.move = function (x, y, obj) {};
game.up = function (x, y, obj) {};
-// --- Laser Beam Effect on Fire ---
-// Helper to create a green neon laser beam from weapon to (x, y)
-function fireLaserBeam(targetX, targetY) {
- // Always fire from bottom center edge of the screen
- var startX = 2048 / 2;
- var startY = 2732;
- var endX = targetX;
- var endY = targetY;
- // Calculate distance and angle
- var dx = endX - startX;
- var dy = endY - startY;
- var dist = Math.sqrt(dx * dx + dy * dy);
- var angle = Math.atan2(dy, dx);
- // Create a rectangular green neon beam (use 'hit' asset for now, color will be set)
- var beam = LK.getAsset('hit', {
- anchorX: 0,
- anchorY: 0.5,
- x: startX,
- y: startY,
- width: dist,
- height: 38 + Math.random() * 12,
- // Slightly variable thickness
- alpha: 0.92,
- rotation: angle,
- tint: 0x000000 // Black color
- });
- // Add to game
- game.addChild(beam);
- // Animate fade out and destroy
- tween(beam, {
- alpha: 0
- }, {
- duration: 220 + Math.random() * 180,
- // 0.22s to 0.4s
- easing: tween.linear,
- onFinish: function onFinish() {
- beam.destroy();
- }
- });
-}
-// Fire laser on tap/click of weapon
-weapon.down = function (x, y, obj) {
- // Only fire if game is active
- if (!isGameActive) return;
- // Fire toward tap/cursor position
- fireLaserBeam(x, y);
- // Play shot sound
- LK.getSound('shotSfx').play();
-};
// No per-frame update needed
game.update = function () {};
-;
;
\ No newline at end of file
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