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so currently is at the top right and part of it is outside the screen. Move it to be bottom middle under the player asset.
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Move stress bar to the top middle
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Move the stress bar to the left
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## Where to Make Changes You should make the following changes: 1. **Create a Container for the Stress UI Elements**: - Create a new Container that will hold all stress-related UI elements (progressBarBackground, progressBarFill, and statusLabel) - This container can be added to LK.gui and positioned as needed 2. **Modify the Current Initialization Code**: - Find where progressBarBackground, progressBarFill, and statusLabel are created (around lines where they are defined) - Instead of adding them directly to LK.gui, add them to your new container - Make their positions relative to the container (0,0) instead of absolute screen positions 3. **Add Drag Functionality to the Container**: - Similar to how the Clock class has drag functionality, add down, up, and move handlers to your stress UI container - Implement the same logic to track dragOffsetX and dragOffsetY and handle the dragging 4. **Update the updateStressBar Function**: - Make sure the updateStressBar function still works with the new container structure
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make the problems text larger so that it can be seen
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on the right make the length of the line varied
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The code i still outside the box that I aske it to be in ?
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The code should be in that small window not outside it !
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create a small window with code. Colored lines added at the bottom and moving the upper ones. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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create a screen that looks like there is a program running. Just colored lines.
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'toGlobal')' in or related to this line: 'var globalPos = obj.parent.toGlobal(obj.position);' Line Number: 120
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'toGlobal')' in or related to this line: 'var globalPos = obj.parent.toGlobal(obj.position);' Line Number: 120
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make the clock so that I can drag it !
Code edit (1 edits merged)
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Code edit (12 edits merged)
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make the background of the clock transparent
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The clock frame is a circle !
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Update clock. The shape is a circle !
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It's not a square It's round. There are four sigs like in a cloc
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It's round and the indicators move rapidly !
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ON the background create a round object that has two indicators and looks like a clock and the indicators move ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Nothing changed !
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var Clock = Container.expand(function () {
var self = Container.call(this);
// Create clock face
var clockFace = LK.getAsset('progressBar', {
anchorX: 0.5,
anchorY: 0.5,
width: 400,
height: 400,
tint: 0xFFFFFF
//alpha: 0 // Make it transparent
});
// Make sure clock face is circular by setting borderRadius
clockFace.shape = 'ellipse';
self.addChild(clockFace);
// Create four indicators like in a typical clock at 12, 3, 6, and 9 positions
// 12 o'clock indicator
var indicator12 = LK.getAsset('progressBar', {
anchorX: 0.5,
anchorY: 0.5,
width: 20,
height: 40,
tint: 0x000000
});
indicator12.x = 0;
indicator12.y = -150; // Top
self.addChild(indicator12);
// 3 o'clock indicator
var indicator3 = LK.getAsset('progressBar', {
anchorX: 0.5,
anchorY: 0.5,
width: 40,
height: 20,
tint: 0x000000
});
indicator3.x = 150; // Right
indicator3.y = 0;
self.addChild(indicator3);
// 6 o'clock indicator
var indicator6 = LK.getAsset('progressBar', {
anchorX: 0.5,
anchorY: 0.5,
width: 20,
height: 40,
tint: 0x000000
});
indicator6.x = 0;
indicator6.y = 150; // Bottom
self.addChild(indicator6);
// 9 o'clock indicator
var indicator9 = LK.getAsset('progressBar', {
anchorX: 0.5,
anchorY: 0.5,
width: 40,
height: 20,
tint: 0x000000
});
indicator9.x = -150; // Left
indicator9.y = 0;
self.addChild(indicator9);
// Create hour hand
var hourHand = LK.getAsset('progressBar', {
anchorX: 0.5,
anchorY: 0,
width: 15,
height: 120,
tint: 0x000000
});
self.addChild(hourHand);
// Create minute hand
var minuteHand = LK.getAsset('progressBar', {
anchorX: 0.5,
anchorY: 0,
width: 8,
height: 180,
tint: 0x555555
});
self.addChild(minuteHand);
// Clock center dot
var centerDot = LK.getAsset('progressBar', {
anchorX: 0.5,
anchorY: 0.5,
width: 20,
height: 20,
tint: 0x000000,
shape: 'ellipse'
});
self.addChild(centerDot);
// Add interactive capabilities for dragging
self.interactive = true;
var isDragging = false;
var dragOffsetX = 0;
var dragOffsetY = 0;
// Event handler for when pressed down on the clock
self.down = function (x, y, obj) {
isDragging = true;
// Calculate offset between touch point and clock center
var globalPos = obj.parent.toGlobal(obj.position);
var localPos = game.toLocal(globalPos);
dragOffsetX = x - localPos.x;
dragOffsetY = y - localPos.y;
// Play sound feedback when starting to drag
LK.getSound('tap').play();
};
// Event handler for when released
self.up = function () {
isDragging = false;
};
// Event handler for movement
self.move = function (x, y, obj) {
if (isDragging) {
self.x = x - dragOffsetX;
self.y = y - dragOffsetY;
// Make sure clock stays within the screen bounds
self.x = Math.max(200, Math.min(self.x, 2048 - 200));
self.y = Math.max(200, Math.min(self.y, 2732 - 200));
}
};
// Initialize hands
self.updateClock = function () {
// Make the clock hands move rapidly by using LK.ticks
var ticks = LK.ticks;
// Hour hand completes full rotation every 1 second (60 frames)
var hourAngle = ticks % 60 / 60 * 2 * Math.PI;
hourHand.rotation = hourAngle;
// Minute hand rotates even faster (complete rotation in 0.25 seconds)
var minuteAngle = ticks % 15 / 15 * 2 * Math.PI;
minuteHand.rotation = minuteAngle;
};
// Initial update
self.updateClock();
return self;
});
var CodeWindow = Container.expand(function () {
var self = Container.call(this);
// Create window background
var windowBg = self.attachAsset('problem', {
anchorX: 0.5,
anchorY: 0.5,
width: 400,
height: 600,
tint: 0x333333,
alpha: 0.9
});
// Container for colored lines
var linesContainer = new Container();
linesContainer.x = 0;
linesContainer.y = 0;
self.addChild(linesContainer);
// Store lines
var coloredLines = [];
var lineHeight = 20;
var lineSpacing = 5;
var windowWidth = 380;
// Add a new colored line
self.addLine = function () {
var line = new ColoredLine();
line.x = -windowWidth / 2;
line.y = coloredLines.length * (lineHeight + lineSpacing);
// Set random line width
line.setRandomLength(windowWidth);
linesContainer.addChild(line);
coloredLines.push(line);
// Make sure lines are contained within window
self.adjustLines();
return line;
};
// Move all lines up
self.moveLines = function () {
// Move existing lines up
for (var i = 0; i < coloredLines.length; i++) {
var line = coloredLines[i];
line.y -= lineHeight + lineSpacing;
}
// Remove lines that moved out of view
while (coloredLines.length > 0 && coloredLines[0].y < -lineHeight) {
var oldLine = coloredLines.shift();
oldLine.destroy();
}
// Add a new line at the bottom
self.addLine();
};
// Adjust lines to fit in window
self.adjustLines = function () {
// Center lines container
linesContainer.x = 0;
linesContainer.y = -windowBg.height / 2 + windowBg.height - 100; // Position near bottom
};
// Initialize with a few lines
self.initialize = function () {
for (var i = 0; i < 8; i++) {
self.addLine();
}
self.adjustLines();
};
return self;
});
var ColoredLine = Container.expand(function () {
var self = Container.call(this);
// Create a colored line using progressBar asset
var lineGraphic = self.attachAsset('progressBar', {
anchorX: 0.5,
anchorY: 0.5,
height: 20 // Thin line
});
// Set random color for the line
self.setRandomColor = function () {
// Array of bright colors
var colors = [0xFF0000,
// Red
0x00FF00,
// Green
0x0000FF,
// Blue
0xFFFF00,
// Yellow
0xFF00FF,
// Magenta
0x00FFFF,
// Cyan
0xFF6600,
// Orange
0x9900FF // Purple
];
// Pick a random color
var randomColor = colors[Math.floor(Math.random() * colors.length)];
lineGraphic.tint = randomColor;
};
// Set random length for the line
self.setRandomLength = function (maxWidth) {
// Generate a random length between 30% and 100% of maxWidth
var randomLength = Math.random() * 0.7 * maxWidth + 0.3 * maxWidth;
lineGraphic.width = randomLength;
};
// Initialize with random color
self.setRandomColor();
return self;
});
var LineManager = Container.expand(function () {
var self = Container.call(this);
// Store all active lines
var lines = [];
var windowWidth = 2048;
var lineHeight = 20;
var lineSpacing = 30; // Space between lines
var moveSpeed = 2; // Speed lines move upward
// Initialize with some starting lines at the bottom
self.initialize = function () {
// Start with 5 lines at the bottom
var startY = 2732 - lineHeight;
for (var i = 0; i < 5; i++) {
self.addNewLine(startY - i * lineSpacing);
}
};
// Add a new line at the bottom
self.addNewLine = function (yPosition) {
var line = new ColoredLine();
line.x = windowWidth / 2;
line.y = yPosition || 2732 - lineHeight / 2;
line.width = windowWidth;
self.addChild(line);
lines.push(line);
return line;
};
// Update method - move lines upward and add new ones as needed
self.update = function () {
// Move all existing lines upward
for (var i = lines.length - 1; i >= 0; i--) {
var line = lines[i];
line.y -= moveSpeed;
// Remove lines that are offscreen
if (line.y < -lineHeight) {
line.destroy();
lines.splice(i, 1);
}
}
// Check if we need to add a new line at the bottom
var lastLine = lines[lines.length - 1];
if (lastLine && lastLine.y < 2732 - lineSpacing) {
self.addNewLine();
}
};
return self;
});
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphic = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
// Create status text once
self.statusText = new Text2("I'm fine!", {
size: 200,
fill: 0x000000,
lineHeight: 60,
stroke: 0x000000,
strokeThickness: 5
});
// Initialize the style object properly
self.statusText.style = {
fill: 0x000000,
fontSize: 40
};
self.statusText.anchor.set(0.5);
// Position relative to self, not self.player which doesn't exist
self.statusText.x = 0; // Center relative to player
self.statusText.y = -2000; // 50px above player
self.addChild(self.statusText);
// Update appearance based on stress level
self.updateAppearance = function (stress) {
// Visual changes based on stress
if (stress < 30) {
playerGraphic.tint = 0x3498db; // Normal blue
self.statusText.setText("I'm fine!");
self.statusText.style.fill = 0x000000;
self.statusText.style.fontSize = 40;
tween.stop(self);
tween(self, {
rotation: 0,
scaleX: 1,
scaleY: 1
}, {
duration: 300,
easing: tween.easeOut
});
} else if (stress < 60) {
playerGraphic.tint = 0x9b59b6; // Purple - getting stressed
self.statusText.setText("I'm FINE!");
self.statusText.style.fill = 0x660000;
self.statusText.style.fontSize = 45;
tween.stop(self);
tween(self, {
rotation: 0,
scaleX: 1,
scaleY: 1
}, {
duration: 300,
easing: tween.easeOut
});
} else if (stress < 90) {
playerGraphic.tint = 0xe74c3c; // Red - very stressed
self.statusText.setText("I'M FINE!!");
self.statusText.style.fill = 0xFF0000;
self.statusText.style.fontSize = 50;
// Add slight wobble
tween.stop(self);
tween(self, {
rotation: 0.05
}, {
duration: 300,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(self, {
rotation: -0.05
}, {
duration: 300,
easing: tween.easeInOut,
onFinish: function onFinish() {
if (stressLevel >= 60) {
self.updateAppearance(stressLevel);
}
}
});
}
});
} else {
playerGraphic.tint = 0xff0000; // Bright red - about to lose it
self.statusText.setText("I'M FINE!!!");
self.statusText.style.fill = 0xFF0000;
self.statusText.style.fontSize = 55;
// Add more dramatic wobble
tween.stop(self);
tween(self, {
rotation: 0.1,
scaleX: 1.1,
scaleY: 0.9
}, {
duration: 200,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(self, {
rotation: -0.1,
scaleX: 0.9,
scaleY: 1.1
}, {
duration: 200,
easing: tween.easeInOut,
onFinish: function onFinish() {
if (stressLevel >= 90) {
self.updateAppearance(stressLevel);
}
}
});
}
});
}
};
return self;
});
var Problem = Container.expand(function () {
var self = Container.call(this);
// Different problem types with text and color
var problemTypes = [{
text: "WiFi Down!",
color: 0xff4d4d,
fontSize: 200
}, {
text: "Coffee Spill!",
color: 0x8b4513
}, {
text: "Deadline Changed!",
color: 0xff9900
}, {
text: "Surprise Meeting!",
color: 0x9933cc
}, {
text: "Traffic Jam!",
color: 0x666666,
fontSize: 200
}, {
text: "Phone Died!",
color: 0x000000,
fontSize: 200
}, {
text: "Email Overload!",
color: 0x3366ff,
fontSize: 200
}, {
text: "Printer Error!",
color: 0xcc0000,
fontSize: 200
}, {
text: "Noisy Neighbors!",
color: 0x99cc00,
fontSize: 200
}, {
text: "Low Battery!",
color: 0xff6600,
fontSize: 200
}];
// Choose random problem type
var typeIndex = Math.floor(Math.random() * problemTypes.length);
var type = problemTypes[typeIndex];
// Create problem visual
var problemGraphic = self.attachAsset('problem', {
anchorX: 0.5,
anchorY: 0.5,
tint: type.color
});
// Add problem text
var problemText = new Text2(type.text, {
size: 48,
fill: 0xFFFFFF,
align: 'center',
wordWrap: true,
wordWrapWidth: 130
});
problemText.anchor.set(0.5, 0.5);
self.addChild(problemText);
// Problem properties
self.fallSpeed = 2 + Math.random() * 3;
self.rotationSpeed = (Math.random() - 0.5) * 0.05;
self.stressValue = Math.ceil(Math.random() * 3);
self.active = true;
// Handle tap
self.down = function (x, y, obj) {
if (!self.active) {
return;
}
self.active = false;
LK.getSound('tap').play();
// Tween to make it disappear
tween(self, {
alpha: 0,
scaleX: 0.2,
scaleY: 0.2
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
self.destroy();
}
});
// Award more points at higher levels
if (gameLevel < 10) {
score += 1;
} else {
score += 2;
}
scoreText.setText("SCORE: " + score);
};
// Update method called each frame
self.update = function () {
if (!self.active) {
return;
}
// Move problem downward
self.y += self.fallSpeed;
self.rotation += self.rotationSpeed;
// Check if problem hit the floor
if (self.y > 2732) {
stressLevel += self.stressValue;
updateStressBar();
LK.getSound('stress').play();
// Visual feedback
LK.effects.flashScreen(0xff0000, 200, 0.3);
self.destroy();
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0xe8f4f8 // Light blue background
});
/****
* Game Code
****/
// Replace with actual ID
// Replace with actual ID
// Replace with actual ID
// Replace with actual ID
// Replace with actual ID
// Replace with actual ID
// Game state variables
var score = 0;
var stressLevel = 0;
var gameLevel = 1;
var problems = [];
var problemSpawnTime = 2000; // ms
var lastProblemTime = 0;
var player;
var scoreText;
var levelText;
var progressBarBackground;
var progressBarFill;
var gameRunning = true;
// Set up background
var background = LK.getAsset('background', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
game.addChild(background);
// Set up player
player = new Player();
player.x = 2048 / 2;
player.y = 2732 - 300;
game.addChild(player);
// Set up score text
scoreText = new Text2("SCORE: 0", {
size: 60,
fill: 0x000000
});
scoreText.anchor.set(0.5, 0);
scoreText.x = 2048 / 2;
scoreText.y = 20;
LK.gui.top.addChild(scoreText);
// Set up level text
levelText = new Text2("LEVEL: 1", {
size: 40,
fill: 0x000000
});
levelText.anchor.set(0, 0);
levelText.x = 150; // Leave space for the top-left menu icon
levelText.y = 30;
LK.gui.addChild(levelText);
// Game title
var titleText = new Text2("I'M FINE!", {
size: 70,
fill: 0xff4d4d,
fontWeight: 'bold'
});
titleText.anchor.set(1, 0);
titleText.x = 2048 - 150;
titleText.y = 50;
LK.gui.addChild(titleText);
// Stress bar
progressBarBackground = LK.getAsset('progressBar', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 120
});
LK.gui.addChild(progressBarBackground);
progressBarFill = LK.getAsset('progressFill', {
anchorX: 0,
anchorY: 0.5,
x: (2048 - 1000) / 2,
y: 120,
width: 0 // Start with 0 width
});
LK.gui.addChild(progressBarFill);
// Status label
var statusLabel = new Text2("STRESS LEVEL", {
size: 30,
fill: 0x000000
});
statusLabel.anchor.set(0.5, 1);
statusLabel.x = 2048 / 2;
statusLabel.y = progressBarBackground.y - 35;
LK.gui.addChild(statusLabel);
// Update stress bar based on current stress level
function updateStressBar() {
// Update stress bar width based on stress level
var maxWidth = 1000;
var newWidth = stressLevel / 100 * maxWidth;
// Tween the progress bar fill
tween(progressBarFill, {
width: newWidth
}, {
duration: 300,
easing: tween.easeOut
});
// Update player appearance based on stress
player.updateAppearance(stressLevel);
// Game over if stress level reaches 100
if (stressLevel >= 100 && gameRunning) {
gameRunning = false;
LK.effects.flashScreen(0xff0000, 1000);
// Create game over text
var gameOverText = new Text2("YOU'RE NOT FINE!", {
size: 100,
fill: 0xff0000,
stroke: 0xffffff,
strokeThickness: 5
});
gameOverText.anchor.set(0.5, 0.5);
gameOverText.x = 2048 / 2;
gameOverText.y = 2732 / 2 - 200;
// Add fun meme text
var memeText = new Text2("(But we've all been there...)", {
size: 50,
fill: 0xffffff
});
memeText.anchor.set(0.5, 0.5);
memeText.x = 2048 / 2;
memeText.y = 2732 / 2 - 100;
LK.gui.addChild(gameOverText);
LK.gui.addChild(memeText);
LK.setTimeout(function () {
LK.showGameOver();
}, 3000);
}
}
// Spawn a new problem
function spawnProblem() {
var problem = new Problem();
problem.x = Math.random() * (2048 - 200) + 100; // Random x position
problem.y = -100; // Start above screen
game.addChild(problem);
problems.push(problem);
}
// Check if level should be increased based on score
function checkLevelProgress() {
// Level up based on score
var newLevel = Math.floor(score / 10) + 1;
if (newLevel > gameLevel) {
gameLevel = newLevel;
levelText.setText("LEVEL: " + gameLevel);
// Make problems spawn faster as level increases
problemSpawnTime = Math.max(500, 2000 - gameLevel * 150);
// Visual and audio feedback for level up
LK.effects.flashScreen(0x00ff00, 500, 0.3);
LK.getSound('levelup').play();
// Show level up text
var levelUpText = new Text2("LEVEL UP!", {
size: 80,
fill: 0x00cc00
});
levelUpText.anchor.set(0.5, 0.5);
levelUpText.x = 2048 / 2;
levelUpText.y = 2732 / 2;
LK.gui.addChild(levelUpText);
// Animate and remove text
tween(levelUpText, {
scaleX: 1.5,
scaleY: 1.5,
alpha: 0
}, {
duration: 1000,
easing: tween.easeOut,
onFinish: function onFinish() {
levelUpText.destroy();
}
});
}
}
// Clean up problems that have been destroyed
function cleanupProblems() {
for (var i = problems.length - 1; i >= 0; i--) {
if (!problems[i].parent) {
problems.splice(i, 1);
}
}
}
// Spawn tutorial text at start
function showTutorial() {
var tutorialText = new Text2("TAP THE PROBLEMS BEFORE THEY HIT THE GROUND!", {
size: 60,
fill: 0xffffff,
align: 'center',
wordWrap: true,
wordWrapWidth: 1800,
stroke: 0x000000,
strokeThickness: 5
});
tutorialText.anchor.set(0.5, 0.5);
tutorialText.x = 1048 / 2;
tutorialText.y = 2732 / 2;
LK.gui.addChild(tutorialText);
LK.setTimeout(function () {
tween(tutorialText, {
alpha: 0
}, {
duration: 1000,
easing: tween.easeOut,
onFinish: function onFinish() {
tutorialText.destroy();
}
});
}, 3000);
}
// Show tutorial at start
showTutorial();
// Game update function
game.update = function () {
if (!gameRunning) {
return;
}
// Check if it's time to spawn a new problem
if (LK.ticks * (1000 / 60) - lastProblemTime > problemSpawnTime) {
spawnProblem();
lastProblemTime = LK.ticks * (1000 / 60);
}
// Update all problems
for (var i = 0; i < problems.length; i++) {
problems[i].update();
}
// Check if player should level up
checkLevelProgress();
// Clean up any destroyed problems
cleanupProblems();
// No need to update the code window here as it's controlled by the interval
// Randomly reduce stress by a small amount (chance for slight recovery)
if (Math.random() < 0.001 && stressLevel > 0) {
stressLevel = Math.max(0, stressLevel - 1);
updateStressBar();
}
};
// Add shake effect to entire game when stress is high
LK.setInterval(function () {
if (stressLevel >= 70 && gameRunning) {
var intensity = (stressLevel - 70) / 30; // 0 to 1 based on stress from 70-100
var shake = 10 * intensity;
tween(game, {
x: Math.random() * shake - shake / 2
}, {
duration: 50,
easing: tween.linear,
onFinish: function onFinish() {
tween(game, {
x: 0
}, {
duration: 50,
easing: tween.linear
});
}
});
}
}, 1000);
// Initial stress bar update
updateStressBar();
// Add clock to background
var clock = new Clock();
clock.x = 1750; // Position in top right area
clock.y = 250;
clock.scale.set(0.8); // Size the clock appropriately
game.addChild(clock);
// Animate clock hands
LK.setInterval(function () {
if (clock && gameRunning) {
clock.updateClock();
}
}, 10); // Update more frequently for extra rapid movement
// Create code window with colored lines at the bottom
var codeWindow = new CodeWindow();
codeWindow.x = 1500;
codeWindow.y = 1200;
codeWindow.initialize();
game.addChild(codeWindow);
// Set interval to add new colored lines
LK.setInterval(function () {
if (gameRunning) {
codeWindow.moveLines();
}
}, 500);
// Start the music
LK.playMusic('bgmusic');
// Add instructions button
var instructionsButton = new Container();
// Use LK.getAsset instead of Graphics for the button background
var instructionsButtonBg = LK.getAsset('problem', {
anchorX: 0.5,
anchorY: 0.5,
width: 60,
height: 60,
tint: 0x333333,
alpha: 0.7
});
instructionsButtonBg.x = 30;
instructionsButtonBg.y = 30;
instructionsButton.addChild(instructionsButtonBg);
var questionText = new Text2("?", {
size: 40,
fill: 0xffffff
});
questionText.anchor.set(0.5, 0.5);
questionText.x = 30;
questionText.y = 30;
instructionsButton.addChild(questionText);
instructionsButton.x = 50;
instructionsButton.y = 50;
instructionsButton.interactive = true;
LK.gui.addChild(instructionsButton);
instructionsButton.down = function () {
// Show instructions popup
var popup = new Container();
// Darken background using a shape asset instead of Graphics
var bg = LK.getAsset('background', {
anchorX: 0.5,
anchorY: 0.5,
width: 2048,
height: 2732,
tint: 0x000000,
alpha: 0.7
});
bg.x = 2048 / 2;
bg.y = 2732 / 2;
popup.addChild(bg);
// Instructions panel using a shape asset instead of Graphics
var panel = LK.getAsset('background', {
anchorX: 0.5,
anchorY: 0.5,
width: 1500,
height: 1000,
tint: 0xffffff,
alpha: 0.9
});
panel.x = 2048 / 2;
panel.y = 2732 / 2;
popup.addChild(panel);
// Title
var title = new Text2("HOW TO PLAY", {
size: 80,
fill: 0xff4d4d,
fontWeight: 'bold'
});
title.anchor.set(0.5, 0);
title.x = panel.x;
title.y = panel.y - 400;
popup.addChild(title);
// Instructions
var instructions = new Text2("1. Tap on the falling problems before they hit the ground\n\n" + "2. Each problem that hits the ground increases your stress\n\n" + "3. Don't let your stress meter reach 100%\n\n" + "4. Score points by tapping problems\n\n" + "5. Level up every 10 points\n\n" + "6. Higher levels = faster problems\n\n" + "7. Just keep telling yourself, \"I'M FINE!\"", {
size: 50,
fill: 0x000000,
align: 'center',
lineHeight: 60,
wordWrap: true,
wordWrapWidth: panel.width * 0.9 // Wrap to 90% of panel width
});
// Anchor and position at top center
instructions.anchor.set(0.5, 0);
instructions.x = panel.x + panel.width / 2; // Center horizontally
instructions.y = 20; // Near top of screen
popup.addChild(instructions);
// Close button
var closeButton = new Container();
var closeBg = LK.getAsset('background', {
anchorX: 0.5,
anchorY: 0.5,
width: 300,
height: 100,
tint: 0xff4d4d
});
closeButton.addChild(closeBg);
var closeText = new Text2("CLOSE", {
size: 50,
fill: 0xffffff
});
closeText.anchor.set(0.5, 0.5);
closeText.x = 0;
closeText.y = 0;
closeButton.addChild(closeText);
closeButton.x = panel.x;
closeButton.y = panel.y + 350;
closeButton.interactive = true;
popup.addChild(closeButton);
closeButton.down = function () {
popup.destroy();
};
LK.gui.addChild(popup);
}; ===================================================================
--- original.js
+++ change.js
@@ -456,9 +456,9 @@
tint: type.color
});
// Add problem text
var problemText = new Text2(type.text, {
- size: 24,
+ size: 48,
fill: 0xFFFFFF,
align: 'center',
wordWrap: true,
wordWrapWidth: 130
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