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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '0')' in or related to this line: 'if (Math.random() < 0.001 && stressLevel > 0) {' Line Number: 604
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '0')' in or related to this line: 'var newChild = LK.getAsset(child.assetId, {' Line Number: 434
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '0')' in or related to this line: 'fillMask.addChild(barMask.clone());' Line Number: 428
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The stress lever bar putt it on the bottom middle. Round the corners.
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change everything Game Concept Create a relatable meme game where players tap falling problems before they hit the ground and raise the character's stress level. The character insists "I'M FINE!" with increasing intensity as they visibly become more stressed, reflecting the universal experience of pretending to be okay when overwhelmed. Visual Assets Required 1. Background Image (2048x2732px) Modern office/workspace with subtle chaotic elements Include desk with scattered papers, coffee stains, overflowing inbox, sticky notes Light, neutral color palette (pale blue/gray) with professional appearance Should look slightly overwhelming but clean enough to not distract from gameplay 2. Character (282x423px) Professional-looking, gender-neutral character in business casual attire Neutral standing pose with slightly raised arms in "what can you do?" gesture Transparent background to allow for color tinting Simple design that reads well when tinted and animated Slightly disheveled appearance (loose tie, messy hair) that works with stress concept 3. Problem Icons (150x150px) Square or rounded square icons with different colors for each problem type Should contain text describing common daily problems: "WiFi Down!" (red) "Coffee Spill!" (brown) "Deadline Changed!" (orange) "Surprise Meeting!" (purple) "Traffic Jam!" (gray) "Phone Died!" (black) "Email Overload!" (blue) "Printer Error!" (dark red) "Noisy Neighbors!" (green) "Low Battery!" (orange-red) 4. UI Elements Stress Meter: Gray background bar (1000x50px) with red fill that grows Game title: Bold, red "I'M FINE!" text at top of screen Audio Assets Required 1. Background Music Upbeat but slightly frantic looping music 20-30 seconds long with seamless loop Should convey busy, slightly stressful energy 2. Sound Effects Level Up: Short positive jingle (1 second) Stress Sound: Negative crash/thud when problems hit ground (1 second) Tap Sound: Quick satisfying click/pop for successful taps (0.2 seconds) Game Mechanics 1. Main Gameplay Problems fall from top of screen at random horizontal positions Player taps problems before they hit the ground to earn points Each problem that hits the ground increases stress level Stress bar fills from left to right as stress increases Game ends when stress reaches 100% 2. Character Progression As stress increases, character changes in 4 stages: 0-30% Stress: Normal appearance (blue tint), calmly says "I'm fine!" 30-60% Stress: Slightly stressed (purple tint), says "I'm FINE!" in dark red 60-90% Stress: Very stressed (red tint), slight wobble animation, says "I'M FINE!!" in bright red 90-100% Stress: About to lose it (bright red tint), dramatic wobble with squash/stretch, says "I'M FINE!!!" in large bright red text 3. Difficulty Progression Level increases every 10 points Higher levels spawn problems faster (reduce spawn time by 150ms per level) Minimum spawn time is 500ms Screen shake effect starts at 70% stress and intensifies as stress increases Small random chance (0.1%) to reduce stress slightly over time 4. UI Elements Score display at top center ("SCORE: 0") Level indicator at top left ("LEVEL: 1") Stress meter below score with "STRESS LEVEL" label Help button in corner that shows instructions when tapped Tutorial text at game start: "TAP THE PROBLEMS BEFORE THEY HIT THE GROUND!" 5. Special Effects Green screen flash on level up with "LEVEL UP!" text animation Red screen flash when problems hit ground Intense red screen flash on game over "YOU'RE NOT FINE!" game over text with "(But we've all been there...)" subtitle Scoring & Win Conditions 1 point per problem tapped in levels 1-9 2 points per problem tapped in level 10+ Game ends when stress meter reaches 100% Final score displayed on game over screen Technical Requirements Use Upit game engine with tween animations for smooth movement Keep tracking array of active problems and clean up destroyed ones Use efficient collision detection Implement stress bar with smooth animations Include help button with game instructions Add screen shake effect that scales with stress level Implement subtle stress reduction over time as recovery mechanic Key Winning Elements Universal relatability of the "I'm fine!" meme concept Visual humor of character insisting they're fine while clearly not being fine Simple one-touch gameplay accessible to all players Escalating visual feedback that communicates game state Polished animations and effects that enhance the core concept Humor that makes players want to share their experience ↪💡 Consider importing and using the following plugins: @upit/tween.v1, @upit/storage.v1
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Please fix the bug: 'Graphics is not a constructor' in or related to this line: 'var instructionsButtonBg = new Graphics();' Line Number: 513
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Please fix the bug: 'Cannot set properties of undefined (setting 'fill')' in or related to this line: 'self.statusText.style.fill = 0x000000;' Line Number: 46
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Please fix the bug: 'Cannot set properties of undefined (setting 'fill')' in or related to this line: 'self.statusText.style.fill = 0x000000;' Line Number: 46
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Please fix the bug: 'Cannot set properties of undefined (setting 'fill')' in or related to this line: 'self.statusText.style.fill = 0x000000;' Line Number: 46
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Please fix the bug: 'Cannot set properties of undefined (setting 'fill')' in or related to this line: 'self.statusText.style.fill = 0x000000;' Line Number: 46
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Please fix the bug: 'Cannot set properties of undefined (setting 'fill')' in or related to this line: 'self.statusText.style.fill = 0x000000;' Line Number: 43
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Please fix the bug: 'Cannot set properties of undefined (setting 'fill')' in or related to this line: 'self.statusText.style.fill = 0x000000;' Line Number: 42
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Please fix the bug: 'Cannot set properties of undefined (setting 'fill')' in or related to this line: 'self.statusText.style.fill = 0x000000;' Line Number: 43
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Please fix the bug: 'Cannot set properties of undefined (setting 'fill')' in or related to this line: 'self.statusText.style.fill = 0x000000;' Line Number: 42
Code edit (1 edits merged)
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Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'size')' in or related to this line: 'self.textBubble.style.size = 70;' Line Number: 59
Code edit (1 edits merged)
Please save this source code
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I'm Fine!
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Game Overview "I'm Fine!" is a relatable meme game about maintaining your composure while life throws endless problems at you. Players tap falling "problem" icons before they hit the ground, trying to prevent their stress meter from filling completely. As stress increases, the character visibly becomes more frantic while insisting "I'M FINE!" Instructions for Upit Engine IMPORTANT: This will create a new game and delete any existing work. Asset Requirements Images: Background (2048x2732): An office or home workspace environment with subtle chaos elements (papers, coffee cups, etc.). Position centered on screen. Player Character (282x423): A professional-looking person gradually becoming more disheveled. Position at bottom center of screen (coordinates: 1024, 2432). Problem Icons (150x150): Square problem bubbles with different colors for each problem type. Audio: Background Music: Upbeat but slightly frantic music loop. Level Up Sound: Short positive jingle. Stress Sound: Short negative sound effect when problems hit the ground. Tap Sound: Quick click sound for successful taps. Screen Layout Top Center: Score display ("SCORE: 0") in large bold font (size 60, black). Top Left: Level display ("LEVEL: 1") in medium font (size 40, black). Top Center, below score: Stress meter label ("STRESS LEVEL") in small font (size 30, black). Below stress label: Stress meter bar (1000px wide, 50px high), gray background with red fill that grows from left to right as stress increases. Center Screen: Playing area where problems fall from top to bottom. Bottom Center: Player character with speech bubble above saying "I'm fine!" (text changes with stress level). Visual Progression As stress increases: 0-30% Stress: Character has blue tint, calmly says "I'm fine!" 30-60% Stress: Character has purple tint, says "I'm FINE!" in dark red text 60-90% Stress: Character has red tint, wobbles slightly, says "I'M FINE!!" in bright red text 90-100% Stress: Character has bright red tint, wobbles dramatically with squash/stretch, says "I'M FINE!!!" in bright red text, screen shakes Gameplay Details Problems fall from top of screen at random horizontal positions Higher levels spawn problems faster (level increases every 10 points) Different problem types ("WiFi Down!", "Coffee Spill!", etc.) have different colors and stress values Tap problems to clear them and earn points If problems hit the ground, they increase stress meter Game ends when stress reaches 100% Small random chance to reduce stress slightly over time (tiny recovery chance) Screen shake effect when stress is above 70% Brief green screen flash on level up Red screen flash on game over Winning Elements This game captures the relatable meme of claiming "I'm fine!" while clearly not being fine. It plays on daily chaos that everyone experiences, with problems that will make players say "lol same" (WiFi issues, coffee spills, surprise meetings). The escalating visual panic paired with increasingly desperate "I'M FINE!" text perfectly embodies the internet meme culture while being simple enough for anyone to play.RetryClaude can make mistakes. Please double-check responses.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Character = Container.expand(function () { var self = Container.call(this); // Create character visual var graphic = self.attachAsset('character', { anchorX: 0.5, anchorY: 0.5 }); // Create character's text bubble self.textBubble = new Text2("I'M FINE!", { size: 70, fill: 0x000000 }); self.textBubble.style = { size: 70 }; self.textBubble.anchor.set(0.5, 1.2); self.addChild(self.textBubble); // Set initial state self.stressLevel = 0; self.baseScale = 1; self.wobbleAmount = 0; self.wobbleSpeed = 0.05; self.wobbleAngle = 0; // Method to update character based on stress self.updateStress = function (stressPercent) { self.stressLevel = stressPercent; // Change appearance based on stress var colorShift = Math.floor(stressPercent * 2.55); var red = Math.min(51 + colorShift, 255); var green = Math.max(204 - colorShift, 51); graphic.tint = red << 16 | green << 8 | 51; // Update wobble effect self.wobbleAmount = stressPercent / 100 * 0.2; self.wobbleSpeed = 0.05 + stressPercent / 100 * 0.1; // Update text message if (stressPercent < 30) { self.textBubble.setText("I'M FINE!"); self.textBubble.style.size = 70; } else if (stressPercent < 60) { self.textBubble.setText("I'M FINE!!"); self.textBubble.style.size = 80; } else if (stressPercent < 90) { self.textBubble.setText("I'M TOTALLY FINE!!!"); self.textBubble.style.size = 90; } else { self.textBubble.setText("I'M COMPLETELY FINE!!!!"); self.textBubble.style.size = 100; } }; // Method to update character animation self.update = function () { // Update wobble effect if (self.wobbleAmount > 0) { self.wobbleAngle += self.wobbleSpeed; self.rotation = Math.sin(self.wobbleAngle) * self.wobbleAmount; // Subtle pulse effect var scalePulse = 1 + Math.sin(self.wobbleAngle * 0.5) * (self.wobbleAmount * 0.5); self.scale.set(self.baseScale * scalePulse); } }; return self; }); var LevelIndicator = Container.expand(function () { var self = Container.call(this); // Create level text self.levelText = new Text2("LEVEL 1", { size: 50, fill: 0xFFFFFF }); self.levelText.anchor.set(0.5, 0.5); self.addChild(self.levelText); // Update level display self.updateLevel = function (level) { self.levelText.setText("LEVEL " + level); // Animation effect when level changes self.scale.set(1.5); tween(self, { scaleX: 1, scaleY: 1 }, { duration: 500, easing: tween.elasticOut }); }; return self; }); var Problem = Container.expand(function (type, speed) { var self = Container.call(this); // Store problem type and falling speed self.type = type || 'work'; self.speed = speed || 5; self.active = true; // Create problem visual representation var graphic = self.attachAsset('problem_' + self.type, { anchorX: 0.5, anchorY: 0.5 }); // Add label for the problem type var label = new Text2(self.type.toUpperCase(), { size: 24, fill: 0xFFFFFF }); label.anchor.set(0.5, 0.5); self.addChild(label); // Method to handle problem falling self.update = function () { if (self.active) { self.y += self.speed; // Check if problem hit the ground if (self.y > 2732 - 100) { self.hitGround(); } } }; // Method to handle tapping on problem self.down = function (x, y, obj) { if (self.active) { self.solved(); } }; // Method when problem is solved self.solved = function () { if (!self.active) return; self.active = false; LK.getSound('tap').play(); // Visual feedback for solving tween(self, { alpha: 0, scaleX: 0.2, scaleY: 0.2 }, { duration: 300, onFinish: function onFinish() { self.destroy(); } }); // Update score LK.setScore(LK.getScore() + 10); }; // Method when problem hits ground self.hitGround = function () { if (!self.active) return; self.active = false; LK.getSound('stress').play(); // Add stress to player stress += 10; // Visual feedback for hitting ground tween(self, { alpha: 0 }, { duration: 200, onFinish: function onFinish() { self.destroy(); } }); }; return self; }); var StressMeter = Container.expand(function () { var self = Container.call(this); // Create meter background var background = self.attachAsset('stressMeter', { anchorX: 0, anchorY: 0 }); // Create fill bar self.fillBar = self.attachAsset('stressFill', { anchorX: 0, anchorY: 0, x: 2, y: 2, width: 0 // Start empty }); // Create label self.label = new Text2("STRESS: 0%", { size: 30, fill: 0xFFFFFF }); self.label.anchor.set(0.5, 0.5); self.label.x = background.width / 2; self.label.y = background.height / 2; self.addChild(self.label); // Method to update fill based on stress percentage self.updateFill = function (percent) { var fillWidth = (background.width - 4) * (percent / 100); self.fillBar.width = fillWidth; self.label.setText("STRESS: " + Math.floor(percent) + "%"); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Sky blue background }); /**** * Game Code ****/ // Game state variables var stress = 0; var maxStress = 100; var level = 1; var problems = []; var problemTypes = ['work', 'bills', 'family', 'health']; var spawnInterval = 2000; // ms between problem spawns var lastSpawnTime = 0; var baseSpeed = 3; // Base falling speed for problems var gameActive = true; // Create character var character = new Character(); character.x = 2048 / 2; character.y = 2732 - 400; character.scale.set(1.2); game.addChild(character); // Create stress meter var stressMeter = new StressMeter(); stressMeter.x = (2048 - stressMeter.width) / 2; stressMeter.y = 150; game.addChild(stressMeter); // Create level indicator var levelIndicator = new LevelIndicator(); levelIndicator.x = 2048 / 2; levelIndicator.y = 80; game.addChild(levelIndicator); // Create score display var scoreText = new Text2("SCORE: 0", { size: 60, fill: 0xFFFFFF }); scoreText.anchor.set(0.5, 0); LK.gui.top.addChild(scoreText); scoreText.y = 20; // Random position generator for problems function getRandomX() { // Keep problems within screen bounds and avoid edges return 100 + Math.random() * (2048 - 200); } // Spawn a new problem function spawnProblem() { if (!gameActive) return; // Select random problem type var type = problemTypes[Math.floor(Math.random() * problemTypes.length)]; // Calculate speed based on level var speed = baseSpeed + level * 0.5; // Create problem var problem = new Problem(type, speed); problem.x = getRandomX(); problem.y = -100; // Start above screen // Add to game and tracking array game.addChild(problem); problems.push(problem); } // Check if level should increase function checkLevelProgress() { var score = LK.getScore(); var newLevel = Math.floor(score / 100) + 1; if (newLevel > level) { level = newLevel; levelIndicator.updateLevel(level); LK.getSound('levelUp').play(); // Adjust difficulty spawnInterval = Math.max(500, 2000 - level * 150); } } // Update stress meter and character function updateStress() { stress = Math.min(maxStress, Math.max(0, stress)); var stressPercent = stress / maxStress * 100; stressMeter.updateFill(stressPercent); character.updateStress(stressPercent); // Check for game over if (stress >= maxStress) { gameActive = false; LK.showGameOver(); } } // Reduce stress gradually over time function reduceStress() { if (stress > 0) { stress -= 0.05; updateStress(); } } // Event handler for tapping on game area game.down = function (x, y, obj) { // This is handled by the Problem class for specific problems // We could add global interaction here if needed }; // Main game update function game.update = function () { if (!gameActive) return; // Update score display scoreText.setText("SCORE: " + LK.getScore()); // Spawn new problems based on interval var currentTime = Date.now(); if (currentTime - lastSpawnTime > spawnInterval) { spawnProblem(); lastSpawnTime = currentTime; } // Update problems for (var i = problems.length - 1; i >= 0; i--) { if (!problems[i].parent) { // Problem was destroyed, remove from tracking array problems.splice(i, 1); } } // Gradually reduce stress reduceStress(); // Check for level progression checkLevelProgress(); // Update character based on stress character.update(); }; // Start background music LK.playMusic('gameMusic');
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--- original.js
+++ change.js
@@ -18,8 +18,11 @@
self.textBubble = new Text2("I'M FINE!", {
size: 70,
fill: 0x000000
});
+ self.textBubble.style = {
+ size: 70
+ };
self.textBubble.anchor.set(0.5, 1.2);
self.addChild(self.textBubble);
// Set initial state
self.stressLevel = 0;
Modern office/workspace with subtle chaotic elements Include desk with scattered papers, coffee stains, overflowing inbox, sticky notes Light, neutral color palette (pale blue/gray) with professional appearance Should look slightly overwhelming but clean enough to not distract from gameplay. In-Game asset. 2d. High contrast. No shadows
Fullscreen modern App Store landscape banner, 16:9, high definition, for a game titled "FOMO Simulator: The Meeting That Could've Been An Email" and with the description "A fast-paced office simulator where you collect meetings, emails, and notifications while managing your energy levels. Strategic decisions must be made about which workplace items to prioritize as your energy depletes. Grab coffee for boosts, avoid missing important meetings, and survive the chaotic 60-second workday!". No text on banner!. In-Game asset. 2d. High contrast. No shadows
Modern App Store icon, high definition, square with rounded corners, for a game titled "FOMO Simulator: The Meeting That Could've Been An Email" and with the description "A fast-paced office simulator where you collect meetings, emails, and notifications while managing your energy levels. Strategic decisions must be made about which workplace items to prioritize as your energy depletes. Grab coffee for boosts, avoid missing important meetings, and survive the chaotic 60-second workday!". No text on icon!. In-Game asset. 2d. High contrast. No shadows