User prompt
ensure all monster types use their asset instead of tinting
User prompt
make purple moster use monster_shadow asset I just created
User prompt
make fast monster use monster_fast asset
User prompt
✅ Attach unique monster asset per type in Monster class
User prompt
make each monster use its own asset
User prompt
they are still not appearing
User prompt
please make other variations of mobs appear
User prompt
make all monster assets show on map
User prompt
I cant see other monsters fix that
User prompt
other variations are not showing fix that and make them show
User prompt
do not combine them into a single object give them their own asset
User prompt
combine monsters with their specific assets
User prompt
combine monsters with theirs assets
User prompt
give each monster and timer bar different asset
User prompt
if you dont shoot a moster in 5 seconds they will turn red and vibrate after 2 more seconds they will explode and will take your 5 seconds
User prompt
decrease it to 1.2x faster each stage and add 2 more variations.
User prompt
when stage goes up make the timer go down 1.5x faster and make the mosters go 1.5x faster
User prompt
remove progress bar and add 2 more variation
User prompt
there will be a screen duration on right top. and under screen duration there will be 5 stages: Very easy, easy, medium, hard, very hard. every 20 seconds it will go harder and harder
User prompt
there will be a screen time on right top. and under screen time there will be 5 stages: Very easy, easy, medium, hard, very hard. very easy will be between times of 0:00-0:15. easy; 0:15:0:45. medium; 0:45-1:30. hard; 1:30-2:30. very hard; 2:30-end of the game. do not touch timer
User prompt
Please fix the bug: 'Timeout.tick error: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'stageTexts[i].style.fill = i === currentStageIndex ? "#fff" : "#aaa";' Line Number: 363
User prompt
there will be a screen time on right top. and under time there will be 5 stages: Very easy, easy, medium, hard, very hard. very easy will be between times of 0:00-0:15. easy; 0:15:0:45. medium; 0:45-1:30. hard; 1:30-2:30. very hard; 2:30-end of the game.
User prompt
let the timer go back to its place. instead put screen time on there
User prompt
Timer will stay normal. I said add normal time that goes up like normal. dont touch timer
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Monster class var Monster = Container.expand(function () { var self = Container.call(this); // Monster type: "normal", "fast", "slow" self.type = "normal"; // Attach monster asset var monsterSprite = self.attachAsset('monster', { anchorX: 0.5, anchorY: 0.5 }); // Color by type after setType is called self.updateTypeVisual = function () { if (self.type === "fast") { monsterSprite.tint = 0x3e8ecf; // blue for fast } else if (self.type === "slow") { monsterSprite.tint = 0xcfb53e; // gold for slow } else { monsterSprite.tint = 0x3ecf4c; // green for normal } }; var _oldSetType = self.setType; self.setType = function (type) { _oldSetType(type); self.updateTypeVisual(); }; // Movement speed (pixels per tick) self.speed = 0; // Movement direction (radians) self.direction = 0; // Is monster alive self.alive = true; // Set monster type and speed self.setType = function (type) { self.type = type; if (type === "fast") { // Fast monsters: 5-8 px/tick self.speed = 5 + Math.random() * 3; } else if (type === "slow") { // Slow monsters: 1-2.5 px/tick self.speed = 1 + Math.random() * 1.5; } else { // Normal monsters: 2-6 px/tick self.speed = 2 + Math.random() * 4; } }; // Set random movement self.setRandomMovement = function () { // Randomly assign type var r = Math.random(); if (r < 0.2) { self.setType("fast"); } else if (r > 0.8) { self.setType("slow"); } else { self.setType("normal"); } // Direction: 0-2PI self.direction = Math.random() * Math.PI * 2; }; // Move monster self.update = function () { if (!self.alive) return; // Move self.x += Math.cos(self.direction) * self.speed; self.y += Math.sin(self.direction) * self.speed; // Bounce off walls // Left if (self.x - monsterSprite.width / 2 < 0) { self.x = monsterSprite.width / 2; self.direction = Math.PI - self.direction; } // Right if (self.x + monsterSprite.width / 2 > 2048) { self.x = 2048 - monsterSprite.width / 2; self.direction = Math.PI - self.direction; } // Top if (self.y - monsterSprite.height / 2 < 100) { // leave top 100px for menu self.y = 100 + monsterSprite.height / 2; self.direction = -self.direction; } // Bottom if (self.y + monsterSprite.height / 2 > 2732) { self.y = 2732 - monsterSprite.height / 2; self.direction = -self.direction; } }; // Handle tap self.down = function (x, y, obj) { if (!self.alive) return; self.alive = false; // Show hit effect var hit = LK.getAsset('monsterHit', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0, scaleX: 1, scaleY: 1, alpha: 1, tint: self.type === "fast" ? 0x3e8ecf : self.type === "slow" ? 0xcfb53e : 0xff4444 }); self.addChild(hit); // Animate hit effect tween(hit, { scaleX: 1.5, scaleY: 1.5, alpha: 0 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { hit.destroy(); } }); // Animate monster fade out tween(monsterSprite, { alpha: 0 }, { duration: 200, onFinish: function onFinish() { self.destroy(); } }); // Add time and score if (self.type === "fast") { addTime(3); // fast: +3s } else if (self.type === "slow") { addTime(1); // slow: +1s } else { addTime(2); // normal: +2s } setScore(getScore() + 1); updateScoreText(); // Remove from monsters array for (var i = 0; i < monsters.length; ++i) { if (monsters[i] === self) { monsters.splice(i, 1); break; } } }; return self; }); // Tap effect class var TapEffect = Container.expand(function () { var self = Container.call(this); var tap = self.attachAsset('tapEffect', { anchorX: 0.5, anchorY: 0.5, scaleX: 1, scaleY: 1, alpha: 0.7 }); // Animate tween(tap, { scaleX: 2, scaleY: 2, alpha: 0 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { self.destroy(); } }); return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x181c2a }); /**** * Game Code ****/ // Global variables // Monster: green ellipse, 160x160 // Monster hit effect: red ellipse, 160x160 // Tap effect: yellow ellipse, 100x100 var monsters = []; var monsterSpawnInterval = 120; // ticks between spawns (2s) var monsterSpawnIntervalTarget = 120; // target interval for smooth transitions var monsterSpawnIntervalChangeTimer = 0; // ticks until next interval change var monsterMax = 6; // max monsters on screen var timerMax = 20; // seconds to start var timer = timerMax; // current timer (seconds) var timerInterval = null; var timerBar = null; var timerBarBg = null; var timerText = null; var score = 0; var scoreText = null; var lastTick = 0; // Helper: get/set score function getScore() { return score; } function setScore(val) { score = val; } function updateScoreText() { scoreText.setText(score + ""); } // Helper: add time function addTime(sec) { timer += sec; if (timer > 99) timer = 99; updateTimerText(); } // Helper: update timer text function updateTimerText() { // Show as MM:SS var t = Math.max(0, Math.ceil(timer)); var min = Math.floor(t / 60); var sec = t % 60; var txt = min + ":" + (sec < 10 ? "0" : "") + sec; timerText.setText(txt); // Calculate elapsed time var elapsed = timerMax - timer; updateStageHighlight(elapsed); } // Helper: update timer bar function updateTimerBar() { var pct = Math.max(0, Math.min(1, timer / timerMax)); timerBar.width = 800 * pct; if (pct > 0.5) timerBar.tint = 0x3ecf4c;else if (pct > 0.2) timerBar.tint = 0xffe066;else timerBar.tint = 0xff4444; } // Spawn a monster at random position function spawnMonster() { if (monsters.length >= monsterMax) return; var m = new Monster(); // Avoid top 100px (menu) var margin = 100 + 80; m.x = margin + Math.random() * (2048 - margin * 2); m.y = margin + Math.random() * (2732 - margin * 2); m.setRandomMovement(); m.updateTypeVisual && m.updateTypeVisual(); monsters.push(m); game.addChild(m); } // GUI: Score scoreText = new Text2("0", { size: 120, fill: "#fff" }); scoreText.anchor.set(0.5, 0); LK.gui.top.addChild(scoreText); // GUI: Timer bar background timerBarBg = LK.getAsset('monster', { anchorX: 0, anchorY: 0.5, x: 624, y: 100, width: 800, height: 40, tint: 0x222222 }); timerBarBg.alpha = 0.5; game.addChild(timerBarBg); // GUI: Timer bar timerBar = LK.getAsset('monster', { anchorX: 0, anchorY: 0.5, x: 624, y: 100, width: 800, height: 40, tint: 0x3ecf4c }); game.addChild(timerBar); // GUI: Timer text timerText = new Text2(timerMax + "", { size: 90, fill: "#fff" }); timerText.anchor.set(0.5, 0.5); timerText.x = 2048 - 250; timerText.y = 100 + 20; game.addChild(timerText); // GUI: Stage labels var stageLabels = [{ name: "Very easy", min: 0, max: 15 }, { name: "Easy", min: 15, max: 45 }, { name: "Medium", min: 45, max: 90 }, { name: "Hard", min: 90, max: 150 }, { name: "Very hard", min: 150, max: 9999 }]; var stageTexts = []; var stageYStart = timerText.y + 80; for (var i = 0; i < stageLabels.length; ++i) { var st = new Text2(stageLabels[i].name, { size: 60, fill: "#aaa" }); st.anchor.set(0.5, 0); st.x = timerText.x; st.y = stageYStart + i * 70; game.addChild(st); stageTexts.push(st); } var currentStageIndex = 0; function updateStageHighlight(elapsed) { // elapsed is in seconds var idx = 0; for (var i = 0; i < stageLabels.length; ++i) { if (elapsed >= stageLabels[i].min && elapsed < stageLabels[i].max) { idx = i; break; } } if (currentStageIndex !== idx) { currentStageIndex = idx; } for (var i = 0; i < stageTexts.length; ++i) { // Defensive: Only update if setStyle exists (Text2 supports setStyle) if (stageTexts[i] && typeof stageTexts[i].setStyle === "function") { stageTexts[i].setStyle({ fill: i === currentStageIndex ? "#fff" : "#aaa", fontWeight: i === currentStageIndex ? "bold" : "normal" }); } } } // Position score at top center, below 100px scoreText.x = 2048 / 2; scoreText.y = 10 + 100; // Spawn initial monsters for (var i = 0; i < 3; ++i) { spawnMonster(); } // Timer tick function timerTick() { // Timer decreases faster as difficulty increases var difficulty = 1 + Math.floor(LK.ticks / 60 / 10) * 0.1; // +10% every 10s timer -= 0.1 * difficulty; if (timer < 0) timer = 0; updateTimerText(); updateTimerBar(); if (timer <= 0) { // Game over LK.showGameOver(); } } // Start timer interval timerInterval = LK.setInterval(timerTick, 100); // Game update game.update = function () { // Increase difficulty over time: timer drains faster, spawn rate increases // Difficulty scaling factor: increases every 10 seconds var difficulty = 1 + Math.floor(LK.ticks / 60 / 10) * 0.1; // +10% every 10s // Randomly change spawn interval every 3-6 seconds, but minimum interval decreases with difficulty if (monsterSpawnIntervalChangeTimer <= 0) { // Minimum interval decreases as difficulty increases, but never below 15 var minInterval = Math.max(15, 40 - Math.floor((difficulty - 1) * 30)); var maxInterval = Math.max(minInterval + 10, 180 - Math.floor((difficulty - 1) * 100)); monsterSpawnIntervalTarget = minInterval + Math.floor(Math.random() * (maxInterval - minInterval + 1)); // Next change in 180-360 ticks (3-6s) monsterSpawnIntervalChangeTimer = 180 + Math.floor(Math.random() * 180); } monsterSpawnIntervalChangeTimer--; // Smoothly approach target interval for a less abrupt change if (monsterSpawnInterval !== monsterSpawnIntervalTarget) { if (monsterSpawnInterval < monsterSpawnIntervalTarget) monsterSpawnInterval++;else monsterSpawnInterval--; } // Spawn monsters if (LK.ticks - lastTick >= monsterSpawnInterval) { spawnMonster(); lastTick = LK.ticks; } // Move monsters for (var i = 0; i < monsters.length; ++i) { monsters[i].update(); } // Update timer bar updateTimerBar(); }; // Handle tap on monsters or empty space game.down = function (x, y, obj) { // Check if tap hits a monster (from topmost to bottom) var tapped = false; for (var i = monsters.length - 1; i >= 0; --i) { var m = monsters[i]; // Only alive monsters if (!m.alive) continue; // Convert tap to monster local coords var local = m.toLocal(game.toGlobal({ x: x, y: y })); // Check if inside monster ellipse var rx = m.children[0].width / 2; var ry = m.children[0].height / 2; if (local.x * local.x / (rx * rx) + local.y * local.y / (ry * ry) <= 1) { m.down(x, y, obj); tapped = true; break; } } // Tap effect var tapFx = new TapEffect(); tapFx.x = x; tapFx.y = y; game.addChild(tapFx); }; // Clean up on game over game.on('destroy', function () { LK.clearInterval(timerInterval); monsters = []; score = 0; timer = timerMax; updateScoreText(); updateTimerText(); updateTimerBar(); });
===================================================================
--- original.js
+++ change.js
@@ -338,10 +338,15 @@
if (currentStageIndex !== idx) {
currentStageIndex = idx;
}
for (var i = 0; i < stageTexts.length; ++i) {
- stageTexts[i].style.fill = i === currentStageIndex ? "#fff" : "#aaa";
- stageTexts[i].style.fontWeight = i === currentStageIndex ? "bold" : "normal";
+ // Defensive: Only update if setStyle exists (Text2 supports setStyle)
+ if (stageTexts[i] && typeof stageTexts[i].setStyle === "function") {
+ stageTexts[i].setStyle({
+ fill: i === currentStageIndex ? "#fff" : "#aaa",
+ fontWeight: i === currentStageIndex ? "bold" : "normal"
+ });
+ }
}
}
// Position score at top center, below 100px
scoreText.x = 2048 / 2;
round shaped monster. his mouth is open and his tongue is out . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
make it angry and blue
make it cocky and white
make it purple and suspicious
make it dark green and idiot
make it black and idioter
make it happy and cyan
skeletons, skull, death city, war, crime, illegal . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat