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change the ? to i. Move it to the right and do something similar. size: 40, fill: 0xFFFFFF, align: 'left', lineHeight: 45, stroke: 0x000000, strokeThickness: 3, font: "Caveat, 'Comic Sans MS', 'Bradley Hand', cursive"
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Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'player.statusText.style.fill = fillColor;' Line Number: 657
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Complete the rest of the fixes ! ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'player.statusText.style.fill = fillColor;' Line Number: 649
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This part is not happening the text i'm fine is not changing color based on the color of the fill of the stress bar why ? if (stress < 30) { // Calm - normal color playerGraphic.tint = 0xFFFFFF; self.statusText.setText("I'm fine!"); self.statusText.style = { fontSize: 100, fill: 0x89ffd4, align: 'center', stroke: 0x000000, strokeThickness: 5, font: "Caveat, 'Comic Sans MS', 'Bradley Hand', cursive" }; // Reset animations tween.stop(self); tween(self, { rotation: 0, scaleX: 1, scaleY: 1 }, { duration: 300, easing: tween.easeOut }); } else if (stress < 60) { // Getting stressed - slight tint playerGraphic.tint = 0x9b59b6; // Purple tint self.statusText.setText("I'm FINE!"); self.statusText.style = { fontSize: 110, fill: 0x660000, align: 'center', stroke: 0xFFFFFF, strokeThickness: 5, font: "Caveat, 'Comic Sans MS', 'Bradley Hand', cursive" }; // Add slight animation tween.stop(self); tween(self, { scaleX: 1.02, scaleY: 0.98 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { tween(self, { scaleX: 0.98, scaleY: 1.02 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { if (stressLevel >= 30 && stressLevel < 60) { tween(self, { scaleX: 1.02, scaleY: 0.98 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { if (stressLevel >= 30 && stressLevel < 60) { tween(self, { scaleX: 0.98, scaleY: 1.02 }, { duration: 1000, easing: tween.easeInOut }); } } }); } } }); } }); } else if (stress < 90) { // Very stressed - red tint playerGraphic.tint = 0xe74c3c; // Red self.statusText.setText("I'M FINE!!"); self.statusText.style = { fontSize: 120, fill: 0xFF0000, align: 'center', stroke: 0x000000, strokeThickness: 5, font: "Caveat, 'Comic Sans MS', 'Bradley Hand', cursive" }; // Add wobble tween.stop(self); tween(self, { rotation: 0.05, scaleX: 1.05, scaleY: 0.95 }, { duration: 300, easing: tween.easeInOut, onFinish: function onFinish() { tween(self, { rotation: -0.05, scaleX: 0.95, scaleY: 1.05 }, { duration: 300, easing: tween.easeInOut, onFinish: function onFinish() { if (stressLevel >= 60 && stressLevel < 90) { tween(self, { rotation: 0.05, scaleX: 1.05, scaleY: 0.95 }, { duration: 300, easing: tween.easeInOut, onFinish: function onFinish() { if (stressLevel >= 60 && stressLevel < 90) { tween(self, { rotation: -0.05, scaleX: 0.95, scaleY: 1.05 }, { duration: 300, easing: tween.easeInOut }); } } }); } } }); } }); } else { // Maximum stress - bright red playerGraphic.tint = 0xff0000; self.statusText.setText("T_T ...!!!"); self.statusText.style = { fontSize: 40, fill: 0xFF0000, align: 'center', stroke: 0x000000, strokeThickness: 3, font: "Caveat, 'Comic Sans MS', 'Bradley Hand', cursive" }; // Dramatic animation 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) { tween(self, { rotation: 0.1, scaleX: 1.1, scaleY: 0.9 }, { duration: 200, easing: tween.easeInOut, onFinish: function onFinish() { if (stressLevel >= 90) { tween(self, { rotation: -0.1, scaleX: 0.9, scaleY: 1.1 }, { duration: 200, easing: tween.easeInOut }); } } }); } } }); } }); } }; return self; });
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'player.statusText.style.fill = fillColor;' Line Number: 657
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The I'm fine text will change color depending of the fill of the stress bar.
Code edit (7 edits merged)
Please save this source code
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Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'fontSize')' in or related to this line: 'self.statusText.style.fontSize = 100;' Line Number: 95
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The I'm fine text under the player asset, why isnt it changing colour ?
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Please implement
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The background music starts when the STAR! button is pressed
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When the play again button is pressed and the game starts again, the background music plays again.
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When the stress level reaches 100 and the game ends the background music ends.
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When I click a Play again there is no tutorial. The game will start directly.
Code edit (1 edits merged)
Please save this source code
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Remove the red button. Make the text Play Again red ! ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
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Remove the green button around the PLAY again ! Make the Play Again fill red.
Code edit (5 edits merged)
Please save this source code
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All the assets are on the foreground and the codelines are in the backgournd not overshadowing the rest ! It's affecting the colours
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Destroy the code background once the START! button has been pressed.
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The + stress stays a bitlonger on the screen
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Fix the small part that is missing. Don't rewrite existing code. Just go through the prompt that I provided and then fix or add what is missing. Don't take too long
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var CodeBackground = Container.expand(function () { var self = Container.call(this); var lines = []; var lineSpacing = 40; // Initialize with random code lines self.initialize = function () { for (var i = 0; i < 100; i++) { var line = new CodeLine(Math.random() * 1000 + 100, i * lineSpacing); line.x = Math.random() * (2048 - line.width); self.addChild(line); lines.push(line); } }; // Move lines upward self.update = function () { for (var i = 0; i < lines.length; i++) { lines[i].y -= 1; // If line moved off screen, reset to bottom if (lines[i].y < -20) { lines[i].y = 2732 + Math.random() * 100; lines[i].x = Math.random() * (2048 - lines[i].width); } } }; return self; }); // Code for creating scrolling code in the background var CodeLine = Container.expand(function (length, yPos) { var self = Container.call(this); // Random line properties var colors = [0x00ff00, 0x3498db, 0xff9900, 0x9b59b6, 0xf1c40f]; var randomColor = colors[Math.floor(Math.random() * colors.length)]; // Create line var line = self.attachAsset('timer', { anchorX: 0, anchorY: 0.5, width: length || Math.random() * 500 + 100, height: 10, tint: randomColor }); self.y = yPos || 0; return self; }); var Player = Container.expand(function () { var self = Container.call(this); // Create player visual var playerGraphic = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5, width: 500, height: 632 }); // Create status text self.statusText = new Text2("I'm fine!", { size: 100, fill: 0x89ffd4, align: 'center', stroke: 0x000000, strokeThickness: 5, font: "Caveat, 'Comic Sans MS', 'Bradley Hand', cursive" }); self.statusText.anchor.set(0.5, 0); self.statusText.y = 350; // Position the text below the player self.addChild(self.statusText); // Update appearance based on stress level self.updateAppearance = function (stress) { // Visual changes based on stress if (stress < 30) { // Calm - normal color playerGraphic.tint = 0xFFFFFF; self.statusText.setText("I'm fine!"); self.statusText.style = { fontSize: 100, fill: 0x89ffd4, align: 'center', stroke: 0x000000, strokeThickness: 5, font: "Caveat, 'Comic Sans MS', 'Bradley Hand', cursive" }; // Reset animations tween.stop(self); tween(self, { rotation: 0, scaleX: 1, scaleY: 1 }, { duration: 300, easing: tween.easeOut }); } else if (stress < 60) { // Getting stressed - slight tint playerGraphic.tint = 0x9b59b6; // Purple tint self.statusText.setText("I'm FINE!"); self.statusText.style = { fontSize: 110, fill: 0x660000, align: 'center', stroke: 0xFFFFFF, strokeThickness: 5, font: "Caveat, 'Comic Sans MS', 'Bradley Hand', cursive" }; // Add slight animation tween.stop(self); tween(self, { scaleX: 1.02, scaleY: 0.98 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { tween(self, { scaleX: 0.98, scaleY: 1.02 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { if (stressLevel >= 30 && stressLevel < 60) { tween(self, { scaleX: 1.02, scaleY: 0.98 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { if (stressLevel >= 30 && stressLevel < 60) { tween(self, { scaleX: 0.98, scaleY: 1.02 }, { duration: 1000, easing: tween.easeInOut }); } } }); } } }); } }); } else if (stress < 90) { // Very stressed - red tint playerGraphic.tint = 0xe74c3c; // Red self.statusText.setText("I'M FINE!!"); self.statusText.style = { fontSize: 120, fill: 0xFF0000, align: 'center', stroke: 0x000000, strokeThickness: 5, font: "Caveat, 'Comic Sans MS', 'Bradley Hand', cursive" }; // Add wobble tween.stop(self); tween(self, { rotation: 0.05, scaleX: 1.05, scaleY: 0.95 }, { duration: 300, easing: tween.easeInOut, onFinish: function onFinish() { tween(self, { rotation: -0.05, scaleX: 0.95, scaleY: 1.05 }, { duration: 300, easing: tween.easeInOut, onFinish: function onFinish() { if (stressLevel >= 60 && stressLevel < 90) { tween(self, { rotation: 0.05, scaleX: 1.05, scaleY: 0.95 }, { duration: 300, easing: tween.easeInOut, onFinish: function onFinish() { if (stressLevel >= 60 && stressLevel < 90) { tween(self, { rotation: -0.05, scaleX: 0.95, scaleY: 1.05 }, { duration: 300, easing: tween.easeInOut }); } } }); } } }); } }); } else { // Maximum stress - bright red playerGraphic.tint = 0xff0000; self.statusText.setText("T_T ...!!!"); self.statusText.style = { fontSize: 40, fill: 0xFF0000, align: 'center', stroke: 0x000000, strokeThickness: 3, font: "Caveat, 'Comic Sans MS', 'Bradley Hand', cursive" }; // Dramatic animation 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) { tween(self, { rotation: 0.1, scaleX: 1.1, scaleY: 0.9 }, { duration: 200, easing: tween.easeInOut, onFinish: function onFinish() { if (stressLevel >= 90) { tween(self, { rotation: -0.1, scaleX: 0.9, scaleY: 1.1 }, { duration: 200, easing: tween.easeInOut }); } } }); } } }); } }); } }; return self; }); var Problem = Container.expand(function () { var self = Container.call(this); // Sticky note colors - authentic sticky note colors only var stickyColors = [0xFFFF99, // Light yellow 0xFFB6C1, // Light pink 0x90EE90, // Light green 0xADD8E6, // Light blue 0xFFCC99 // Light orange ]; // Choose random sticky note color var colorIndex = Math.floor(Math.random() * stickyColors.length); var stickyColor = stickyColors[colorIndex]; // Problem types with text and stress impact var problemTypes = [{ text: "WiFi Down!", stress: 8 }, { text: "Coffee Spill!", stress: 6 }, { text: "Deadline Changed!", stress: 10 }, { text: "Surprise Meeting!", stress: 12 }, { text: "Traffic Jam!", stress: 7 }, { text: "Phone Died!", stress: 9 }, { text: "Email Overload!", stress: 8 }, { text: "Printer Error!", stress: 7 }, { text: "Noisy Neighbors!", stress: 6 }, { text: "Low Battery!", stress: 5 }]; // Choose random problem type var typeIndex = Math.floor(Math.random() * problemTypes.length); var type = problemTypes[typeIndex]; // Problem properties self.active = true; self.stressValue = type.stress; self.maxTime = Math.random() * 3 + 1; // Random time between 1-4 seconds self.timeRemaining = self.maxTime; self.points = Math.ceil(10 / self.maxTime); // Shorter times = more points // NEW: Add initial stress when problem appears var initialStress = Math.ceil(self.stressValue * 0.3); // 30% of the full stress value stressLevel += initialStress; updateStressBar(); // Create problem background (sticky note) var problemGraphic = self.attachAsset('problem', { anchorX: 0.5, anchorY: 0.5, tint: stickyColor }); // Create problem text var problemText = new Text2(type.text, { size: 36, fill: 0x000000, // Black text for readability align: 'center', wordWrap: true, wordWrapWidth: 180, font: "Caveat, 'Comic Sans MS', 'Bradley Hand', cursive" // Handwritten-style font }); problemText.anchor.set(0.5, 0.5); problemText.y = -20; // Move text up to make room for timer self.addChild(problemText); // Create timer bar self.timerBar = self.attachAsset('timer', { anchorX: 0, anchorY: 0.5, x: -90, // Center the timer bar y: 40, // Position below the text width: 180, // Full width for new timer height: 20, tint: 0x00ff00 }); // Add timer text self.timerText = new Text2(self.timeRemaining.toFixed(1), { size: 30, fill: 0x000000, // Black text for consistency align: 'center', font: "Caveat, 'Comic Sans MS', 'Bradley Hand', cursive" }); self.timerText.anchor.set(0.5, 0.5); self.timerText.x = 0; self.timerText.y = 70; self.addChild(self.timerText); // Add a slight rotation to make it look more like a sticky note self.rotation = (Math.random() - 0.5) * 0.2; // Random slight tilt // Handle tap/click self.down = function (x, y, obj) { if (!self.active) { return; } self.active = false; LK.getSound('tap').play(); // Visual feedback for successful tap - peeling off animation tween(self, { alpha: 0, scaleX: 0.2, scaleY: 0.2, rotation: self.rotation + Math.PI / 4 // Rotate like peeling off }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { self.destroy(); } }); // Award points based on time remaining var pointsAwarded = Math.ceil(self.points * (self.timeRemaining / self.maxTime)); score += pointsAwarded; scoreText.setText("SCORE: " + score); // NEW: Reduce stress when problem is solved var stressReduction = Math.ceil(self.stressValue * 0.5); // 50% of the full stress value stressLevel = Math.max(0, stressLevel - stressReduction); updateStressBar(); // Show points popup - Now yellow with "SCORE" text var pointsPopup = new Text2("+" + pointsAwarded + " SCORE", { size: 50, fill: 0xFFFF00, stroke: 0x000000, strokeThickness: 4 }); pointsPopup.anchor.set(0.5, 0.5); pointsPopup.x = self.x; pointsPopup.y = self.y; game.addChild(pointsPopup); // NEW: Show stress reduction popup - Keep green for stress reduction var stressReductionPopup = new Text2("-" + stressReduction + " STRESS!", { size: 40, fill: 0x00cc00, // Green for stress reduction stroke: 0x000000, strokeThickness: 3, font: "Caveat, 'Comic Sans MS', 'Bradley Hand', cursive" }); stressReductionPopup.anchor.set(0.5, 0.5); stressReductionPopup.x = self.x; stressReductionPopup.y = self.y + 50; game.addChild(stressReductionPopup); // Animate stress reduction popup tween(stressReductionPopup, { y: stressReductionPopup.y - 50, alpha: 0 }, { duration: 3500, easing: tween.easeOut, onFinish: function onFinish() { stressReductionPopup.destroy(); } }); // Animate points popup tween(pointsPopup, { y: pointsPopup.y - 100, alpha: 0 }, { duration: 3500, easing: tween.easeOut, onFinish: function onFinish() { pointsPopup.destroy(); } }); }; // Update timer - THIS IS THE CRITICAL PART THAT WASN'T WORKING self.update = function (delta) { if (!self.active) { return; } // CRITICAL FIX: Ensure delta is a valid number var safeTimeDelta = isNaN(delta) ? 0.016 : delta; // Default to 60fps if delta is invalid // CRITICAL FIX: Ensure timeRemaining is a valid number if (isNaN(self.timeRemaining)) { self.timeRemaining = self.maxTime; // Reset to max time if invalid } // CRITICAL FIX: Ensure maxTime is valid if (isNaN(self.maxTime) || self.maxTime <= 0) { self.maxTime = 3.0; // Default to 3 seconds if invalid } // Decrease timer with safety checks self.timeRemaining = Math.max(0, self.timeRemaining - safeTimeDelta); // Calculate timer percentage with safety checks var timerPercent = self.timeRemaining && self.maxTime ? self.timeRemaining / self.maxTime : 0; timerPercent = Math.max(0, Math.min(1, timerPercent)); // Clamp between 0-1 // Update timer bar width var timerWidth = Math.max(0, Math.floor(180 * timerPercent)); self.timerBar.width = timerWidth; // Change timer color as time runs out if (timerPercent > 0.6) { self.timerBar.tint = 0x00ff00; // Green } else if (timerPercent > 0.3) { self.timerBar.tint = 0xffff00; // Yellow } else { self.timerBar.tint = 0xff0000; // Red } // CRITICAL FIX: Update timer text with safety check var timerText = self.timeRemaining >= 0 ? self.timeRemaining.toFixed(1) : "0.0"; self.timerText.setText(timerText); // Check if timer expired if (self.timeRemaining <= 0) { self.active = false; // Visual feedback for expired timer LK.getSound('stress').play(); // Add the remaining 70% of stress when timer expires (since 30% was added when the problem appeared) var finalStress = Math.ceil(self.stressValue * 0.7); stressLevel += finalStress; updateStressBar(); // Flash screen red LK.effects.flashScreen(0xff0000, 200, 0.3); // Crumpling animation for sticky note tween(self, { alpha: 0, scaleX: 0.1, scaleY: 0.1, rotation: Math.random() * Math.PI - Math.PI / 2 // Random rotation like crumpling }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { self.destroy(); } }); // Show stress increase popup var stressPopup = new Text2("+" + self.stressValue + " STRESS!", { size: 40, fill: 0xff0000, stroke: 0x000000, strokeThickness: 4, font: "Caveat, 'Comic Sans MS', 'Bradley Hand', cursive" }); stressPopup.anchor.set(0.5, 0.5); stressPopup.x = self.x; stressPopup.y = self.y; game.addChild(stressPopup); // Animate stress popup tween(stressPopup, { y: stressPopup.y - 100, alpha: 0 }, { duration: 800, easing: tween.easeOut, onFinish: function onFinish() { stressPopup.destroy(); } }); } }; // No code needed here - removing completely // NEW: Show stress increase popup when problem appears var appearanceStressPopup = new Text2("+" + initialStress + " STRESS!", { size: 30, fill: 0xff6600, // Orange for initial stress stroke: 0x000000, strokeThickness: 3, font: "Caveat, 'Comic Sans MS', 'Bradley Hand', cursive" }); appearanceStressPopup.anchor.set(0.5, 0.5); appearanceStressPopup.x = self.x; appearanceStressPopup.y = self.y - 40; game.addChild(appearanceStressPopup); // Animate initial stress popup tween(appearanceStressPopup, { y: appearanceStressPopup.y - 50, alpha: 0 }, { duration: 1500, easing: tween.easeOut, onFinish: function onFinish() { appearanceStressPopup.destroy(); } }); // Spawn animation - "sticking" effect self.scale.set(1.2); tween(self, { scaleX: 1, scaleY: 1 }, { duration: 300, easing: tween.backOut }); return self; }); var StressBar = Container.expand(function () { var self = Container.call(this); self.interactive = true; var dragOffsetX = 0; var dragOffsetY = 0; // Create stress bar elements var background = self.attachAsset('progressBar', { anchorX: 0.5, anchorY: 0.5, width: 1000, height: 80 }); var fill = self.attachAsset('progressFill', { anchorX: 0, anchorY: 0.5, x: -background.width / 2, y: 0, width: 0 // Start with 0 width }); // Add stress label var label = new Text2("STRESS LEVEL", { size: 40, fill: 0xFFFFFF, fontWeight: 'bold', stroke: 0x000000, strokeThickness: 4, font: "Caveat, 'Comic Sans MS', 'Bradley Hand', cursive" }); label.anchor.set(0.5, 0.5); label.x = 0; label.y = 0; self.addChild(label); // Add drag functionality self.down = function (x, y, obj) { // No-op: stress bar should not be draggable return false; }; self.up = function (x, y, obj) { // Clear drag state dragOffsetX = 0; dragOffsetY = 0; }; self.move = function (x, y, obj) { // No-op: stress bar should not be draggable return false; }; // Update fill based on stress level self.updateFill = function (stressLevel) { var maxWidth = background.width; var newWidth = stressLevel / 100 * maxWidth; // Tween the fill bar tween(fill, { width: newWidth }, { duration: 300, easing: tween.easeOut }); // Store current fill color to apply to player text var fillColor; // Change fill color based on stress level if (stressLevel < 30) { fill.tint = 0x00ff00; // Green fillColor = 0x89ffd4; // Light green for text } else if (stressLevel < 60) { fill.tint = 0xffff00; // Yellow fillColor = 0x660000; // Dark red for text } else if (stressLevel < 90) { fill.tint = 0xff9900; // Orange fillColor = 0xFF0000; // Red for text } else { fill.tint = 0xff0000; // Red fillColor = 0xFF0000; // Red for text } // Update player text color to match stress level if (player && player.statusText) { player.statusText.style.fill = fillColor; } }; return self; }); // Create a special problem just for the tutorial that has no timer or functionality var TutorialProblem = Container.expand(function () { var self = Container.call(this); // Use yellow sticky note color for consistency var stickyColor = 0xFFFF99; // Create problem background (sticky note) var problemGraphic = self.attachAsset('problem', { anchorX: 0.5, anchorY: 0.5, tint: stickyColor }); // Add slight rotation for natural look self.rotation = 0.05; // Create problem text var problemText = new Text2("Deadline Changed!", { size: 36, fill: 0x000000, // Black text for readability align: 'center', wordWrap: true, wordWrapWidth: 180, font: "Caveat, 'Comic Sans MS', 'Bradley Hand', cursive" // Handwritten-style font }); problemText.anchor.set(0.5, 0.5); problemText.y = -20; // Move text up to make room for timer self.addChild(problemText); // Create static timer bar var timerBar = self.attachAsset('timer', { anchorX: 0, anchorY: 0.5, x: -90, // Center the timer bar y: 40, // Position below the text width: 120, // Show as partially depleted height: 20, tint: 0xffff00 // Yellow to show it's in progress }); // Add static timer text var timerText = new Text2("2.5", { size: 30, fill: 0x000000, // Black text for consistency align: 'center', font: "Caveat, 'Comic Sans MS', 'Bradley Hand', cursive" }); timerText.anchor.set(0.5, 0.5); timerText.x = 0; timerText.y = 70; self.addChild(timerText); return self; }); /**** * Initialize Game ****/ // Create a tutorial-only example problem and add it to tutorial container var game = new LK.Game({ backgroundColor: 0x192a56 // Dark blue background }); /**** * Game Code ****/ // Game state variables var score = 0; var stressLevel = 0; var gameLevel = 1; var problems = []; var lastProblemTime = 0; var problemSpawnInterval = 1800; // ms between problem spawns var maxProblemsOnScreen = 4; // Maximum problems on screen at once var gameRunning = true; var gameStarted = false; var tutorialActive = false; // Flag to track when tutorial is active var lastUpdate = Date.now(); // Set up code background - keep it very faint in the background var codeBackground = new CodeBackground(); codeBackground.initialize(); codeBackground.alpha = 0.05; // Significantly reduce alpha to make it less visible game.addChild(codeBackground); // Set up regular background var background = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, alpha: 1.0 // Fully opaque to hide code background }); game.addChild(background); // Set up player var player = new Player(); player.x = 350; // Move to left side player.y = 2732 - 500; player.alpha = 0; // Initially hidden until game starts game.addChild(player); // Set up score text var scoreText = new Text2("SCORE: 0", { size: 70, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 5 }); scoreText.anchor.set(0.5, 0); scoreText.x = 2048 / 2; scoreText.y = 20; LK.gui.top.addChild(scoreText); // Set up level text var levelText = new Text2("DAY: 1", { size: 50, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 3, font: "Caveat, 'Comic Sans MS', 'Bradley Hand', cursive" }); levelText.anchor.set(0.5, 0); levelText.x = 2048 / 2 - 400 + 200 - 75 - 50 - 20 + 10; levelText.y = 30; levelText.alpha = 0; // Hide initially until game starts LK.gui.addChild(levelText); // Game title var titleText = new Text2("I'M FINE!", { size: 200, fill: 0xff4d4d, fontWeight: 'bold', stroke: 0xFFFFFF, strokeThickness: 10, font: "Caveat, 'Comic Sans MS', 'Bradley Hand', cursive" }); titleText.anchor.set(0.5, 0.5); titleText.x = 2048 / 2 - 300; // Move 300 pixels to the left titleText.y = 500; LK.gui.addChild(titleText); // Game subtitle var subtitleText = new Text2("(a game about pretending everything is OK)", { size: 60, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 3, font: "Caveat, 'Comic Sans MS', 'Bradley Hand', cursive" }); subtitleText.anchor.set(0.5, 0.5); subtitleText.x = 2048 / 2 - 300; // Move 300 pixels to the left subtitleText.y = 635; // Moved 35 pixels down from 600 LK.gui.addChild(subtitleText); // Create start button var startButton = new Container(); startButton.interactive = true; var startBg = LK.getAsset('problem', { anchorX: 0.5, anchorY: 0.5, width: 500, height: 120, tint: 0x444444, alpha: 0, radius: 30 // Rounded corners }); startButton.addChild(startBg); // No triangle needed var startText = new Text2("PLAY", { size: 85, fill: 0xff4d4d, font: "Caveat, 'Comic Sans MS', 'Bradley Hand', cursive", fontWeight: 'bold', stroke: 0xFFFFFF, strokeThickness: 5, underline: true }); startText.anchor.set(0.5, 0.5); startText.x = 0; // Center text after triangle removal startText.y = 0; startButton.addChild(startText); startButton.x = 2048 / 2 - 300; // Move 300 pixels to the left startButton.y = 2732 / 2 - 450 + 145 + 70 + 350 - 45; // Move 305 pixels down from previous position (45px up from previous position) LK.gui.addChild(startButton); // Create and position stress bar var stressBar = new StressBar(); stressBar.x = player.x + player.statusText.width / 2 + 733; // Position next to the status text with 703px more to the right stressBar.y = player.y + 420; // Move down 70px from original position stressBar.alpha = gameStarted ? 1 : 0; // Show if game started, otherwise hide game.addChild(stressBar); // Add to game instead of gui to ensure visibility // Instructions button var instructionsButton = new Container(); instructionsButton.interactive = true; var instructionsBg = LK.getAsset('problem', { anchorX: 0.5, anchorY: 0.5, width: 80, height: 80, tint: 0x333333, alpha: 0.9 }); instructionsButton.addChild(instructionsBg); var questionText = new Text2("?", { size: 60, fill: 0xFFFFFF, fontWeight: 'bold' }); questionText.anchor.set(0.5, 0.5); questionText.x = 0; questionText.y = 0; instructionsButton.addChild(questionText); instructionsButton.x = 100; instructionsButton.y = 100; instructionsButton.alpha = 0; // Hidden until game starts LK.gui.addChild(instructionsButton); // Update stress bar function updateStressBar() { // Clamp stress level between 0-100 stressLevel = Math.min(100, Math.max(0, stressLevel)); // Update stress bar fill stressBar.updateFill(stressLevel); // Update player appearance player.updateAppearance(stressLevel); // Check for game over if (stressLevel >= 100 && gameRunning) { gameOver(); } } // Spawn a new problem function spawnProblem() { // Don't spawn if tutorial is active, game not running, or not started if (tutorialActive || !gameRunning || !gameStarted) { // Clear any existing problems if tutorial is visible for (var i = problems.length - 1; i >= 0; i--) { if (problems[i].parent) { problems[i].destroy(); } } problems = []; return; } // Don't spawn if we already have max problems if (problems.length >= maxProblemsOnScreen) { return; } // Create new problem var problem = new Problem(); // Position randomly, but keep away from edges problem.x = Math.random() * (2048 - 400) + 200; problem.y = Math.random() * (2732 - 800) + 400; // Make sure it doesn't overlap with player var distToPlayer = Math.sqrt(Math.pow(problem.x - player.x, 2) + Math.pow(problem.y - player.y, 2)); if (distToPlayer < 500) { // Too close to player, adjust position var angle = Math.random() * Math.PI * 2; problem.x = player.x + Math.cos(angle) * 600; problem.y = player.y + Math.sin(angle) * 600; // Keep within screen bounds problem.x = Math.max(200, Math.min(problem.x, 2048 - 200)); problem.y = Math.max(400, Math.min(problem.y, 2732 - 400)); } game.addChild(problem); problems.push(problem); } // Start game function function startGame() { // Set gameStarted to true but not running yet (tutorial will show first) gameStarted = true; gameRunning = false; tutorialActive = true; // Set tutorial flag // Hide start screen elements tween(titleText, { y: -200, alpha: 0 }, { duration: 500, easing: tween.easeIn }); tween(subtitleText, { y: -200, alpha: 0 }, { duration: 500, easing: tween.easeIn }); tween(startButton, { y: 2732 + 200, alpha: 0 }, { duration: 500, easing: tween.easeIn, onFinish: function onFinish() { // Clean up any problems that might exist for (var i = problems.length - 1; i >= 0; i--) { if (problems[i] && problems[i].parent) { problems[i].destroy(); } } problems = []; // Reset the timer lastProblemTime = Date.now(); // Show tutorial first - the game will start when tutorial is closed showTutorial(); // Show instructions button for later use tween(instructionsButton, { alpha: 1 }, { duration: 500 }); // Music will be played when the START! button is pressed } }); } // Show tutorial function showTutorial() { var tutorialContainer = new Container(); // Set tutorial active flag to prevent problems from spawning tutorialActive = true; gameRunning = false; // Hide player and other game elements player.alpha = 0; stressBar.alpha = 0; levelText.alpha = 0; // Darken background var tutorialBg = LK.getAsset('problem', { width: 2048, height: 2732, tint: 0x000000, alpha: 0.7 }); tutorialContainer.addChild(tutorialBg); // Title var tutorialTitle = new Text2("HOW TO PLAY", { size: 100, fill: 0xFFFFFF, fontWeight: 'bold', stroke: 0x000000, // Added stroke for consistency and visibility strokeThickness: 4, font: "Caveat, 'Comic Sans MS', 'Bradley Hand', cursive" }); tutorialTitle.anchor.set(0.5, 0.5); tutorialTitle.x = 2048 / 2 - 300; tutorialTitle.y = 100; tutorialContainer.addChild(tutorialTitle); // FIXED: Consistent formatting for tutorial instructions with new stress mechanics var instructions = new Text2("• PROBLEMS appear randomly and add STRESS\n\n" + "• Each problem adds 30% of its stress when it appears\n\n" + "• Each problem has a COUNTDOWN TIMER\n\n" + "• TAP problems before their timer runs out\n\n" + "• Tapping reduces STRESS by 50%, but timer expiry adds 70% more\n\n" + "• Clear ALL problems to recover stress faster\n\n" + "• Don't let your stress reach 100%\n\n" + "• Just keep calm and wisper \"I'M FINE!\"", { size: 40, fill: 0xFFFFFF, align: 'left', lineHeight: 45, stroke: 0x000000, strokeThickness: 3, font: "Caveat, 'Comic Sans MS', 'Bradley Hand', cursive" }); instructions.anchor.set(0, 0); instructions.x = 2048 / 2 - 1000; instructions.y = 220; // Position right below the title instructions.width = 1400; // Ensure text fits within screen width tutorialContainer.addChild(instructions); // Create a tutorial-only example problem and add it to tutorial container var exampleProblem = new TutorialProblem(); exampleProblem.x = 2048 / 2 - 300; exampleProblem.y = 1500; // Adjusted position tutorialContainer.addChild(exampleProblem); // Continue button with improved styling var continueButton = new Container(); continueButton.interactive = true; var continueText = new Text2("START!", { size: 70, fill: 0xff0000, fontWeight: 'bold', stroke: 0xFFFFFF, strokeThickness: 3, font: "Caveat, 'Comic Sans MS', 'Bradley Hand', cursive" }); continueText.anchor.set(0.5, 0.5); continueText.x = 0; continueText.y = 0; continueButton.addChild(continueText); continueButton.x = 2048 / 2 - 300; continueButton.y = 1800; tutorialContainer.addChild(continueButton); // Add to GUI LK.gui.addChild(tutorialContainer); // Make the continue button interactive to close tutorial continueButton.down = function () { tutorialContainer.destroy(); // Clean up any remaining problems for (var i = problems.length - 1; i >= 0; i--) { if (problems[i] && problems[i].parent) { problems[i].destroy(); } } problems = []; // Reset the timer lastProblemTime = Date.now(); // Clear tutorial flag and start the game tutorialActive = false; gameRunning = true; // Start background music when game starts LK.playMusic('bgmusic'); // Explicitly stop code background animation codeBackground.update = function () {}; // Override update to do nothing // Also hide the code background completely codeBackground.alpha = 0; // Show player and elements with animation tween(player, { alpha: 1 }, { duration: 800, easing: tween.elasticOut }); // Show stress bar tween(stressBar, { alpha: 1 }, { duration: 500 }); // Show level text tween(levelText, { alpha: 1 }, { duration: 800, easing: tween.elasticOut }); }; // Make the tutorial container interactive tutorialContainer.interactive = true; tutorialContainer.down = function (x, y, obj) { // Only trigger if clicked on the container background, not on buttons or text if (obj === tutorialContainer || obj === tutorialBg) { continueButton.down(); } }; } // Instructions popup function showInstructions() { var popup = new Container(); // Darken background var bg = LK.getAsset('problem', { anchorX: 0.5, anchorY: 0.5, width: 2048, height: 2732, tint: 0x000000, alpha: 0.7 }); popup.addChild(bg); // Panel background var panel = LK.getAsset('problem', { anchorX: 0.5, anchorY: 0.5, width: 1600, height: 1800, tint: 0xFFFFFF, alpha: 0.9 }); panel.x = 2048 / 2; panel.y = 2732 / 2; popup.addChild(panel); // Instructions with new stress mechanics var tutorialTitle = new Text2("HOW TO PLAY", { size: 100, fill: 0xFFFFFF, fontWeight: 'bold', stroke: 0x000000, // Added stroke for consistency and visibility strokeThickness: 4, font: "Caveat, 'Comic Sans MS', 'Bradley Hand', cursive" }); tutorialTitle.anchor.set(0.5, 0.5); tutorialTitle.x = 2048 / 2 - 300; tutorialTitle.y = 100; tutorialContainer.addChild(tutorialTitle); // FIXED: Consistent formatting for tutorial instructions with new stress mechanics var instructions = new Text2("• PROBLEMS appear randomly and add STRESS\n\n" + "• Each problem adds 30% of its stress when it appears\n\n" + "• Each problem has a COUNTDOWN TIMER\n\n" + "• TAP problems before their timer runs out\n\n" + "• Tapping reduces STRESS by 50%, but timer expiry adds 70% more\n\n" + "• Clear ALL problems to recover stress faster\n\n" + "• Don't let your stress reach 100%\n\n" + "• Just keep calm and wisper \"I'M FINE!\"", { size: 40, fill: 0xFFFFFF, align: 'left', lineHeight: 45, stroke: 0x000000, strokeThickness: 3, font: "Caveat, 'Comic Sans MS', 'Bradley Hand', cursive" }); instructions.anchor.set(0, 0); instructions.x = 2048 / 2 - 300; instructions.y = 220; // Position right below the title instructions.width = 1400; // Ensure text fits within screen width tutorialContainer.addChild(instructions); // Create a tutorial-only example problem and add it to tutorial container var exampleProblem = new TutorialProblem(); exampleProblem.x = 2048 / 2 - 300; exampleProblem.y = 1500; // Adjusted position tutorialContainer.addChild(exampleProblem); // Continue button with improved styling var continueButton = new Container(); continueButton.interactive = true; var continueText = new Text2("START!", { size: 70, fill: 0xff0000, fontWeight: 'bold', stroke: 0xFFFFFF, strokeThickness: 3, font: "Caveat, 'Comic Sans MS', 'Bradley Hand', cursive" }); continueText.anchor.set(0.5, 0.5); continueText.x = 0; continueText.y = 0; continueButton.addChild(continueText); continueButton.x = 2048 / 2 - 300; continueButton.y = 1800; tutorialContainer.addChild(continueButton); // Pause game while instructions are open var wasPaused = !gameRunning; gameRunning = false; tutorialActive = true; // Set tutorial active to prevent problems closeButton.down = function () { popup.destroy(); // Clean up any problems that might have been created for (var i = problems.length - 1; i >= 0; i--) { if (problems[i] && problems[i].parent) { problems[i].destroy(); } } problems = []; tutorialActive = false; // Clear tutorial active flag if (!wasPaused) { gameRunning = true; } }; LK.gui.addChild(popup); } // Check if level should increase function checkLevelProgress() { var newLevel = Math.floor(score / 10) + 1; if (newLevel > gameLevel) { gameLevel = newLevel; levelText.setText("DAY: " + gameLevel); // Make game harder as level increases problemSpawnInterval = Math.max(500, 1800 - gameLevel * 100); maxProblemsOnScreen = Math.min(8, 4 + Math.floor(gameLevel / 2)); // Visual and audio feedback LK.effects.flashScreen(0x00ff00, 500, 0.3); LK.getSound('levelup').play(); // Show level up text var levelUpText = new Text2("Let's Gooo!", { size: 100, fill: 0x00ff00, stroke: 0x000000, strokeThickness: 6, font: "Caveat, 'Comic Sans MS', 'Bradley Hand', cursive" }); levelUpText.anchor.set(0.5, 0.5); levelUpText.x = 2048 / 2 - 300; levelUpText.y = 1000; LK.gui.addChild(levelUpText); // Animate and remove tween(levelUpText, { scaleX: 2, scaleY: 2, alpha: 0 }, { duration: 3500, easing: tween.easeOut, onFinish: function onFinish() { levelUpText.destroy(); } }); } } // Game over function function gameOver() { gameRunning = false; // Stop the background music when game over LK.stopMusic(); // Visual effects LK.effects.flashScreen(0xff0000, 1000); // Game over container var gameOverContainer = new Container(); // Darken background var darkOverlay = LK.getAsset('problem', { anchorX: 0.5, anchorY: 0.5, width: 2048, height: 2732, tint: 0x000000, alpha: 0.8 }); darkOverlay.x = 2048 / 2; darkOverlay.y = 2732 / 2; gameOverContainer.addChild(darkOverlay); // Game over text - properly centered with larger font var gameOverText = new Text2("YOU'RE NOT FINE!", { size: 60, fill: 0xff0000, fontWeight: 'bold', stroke: 0xFFFFFF, strokeThickness: 8, font: "Caveat, 'Comic Sans MS', 'Bradley Hand', cursive" }); gameOverText.anchor.set(0.5, 0.5); // Center anchor gameOverText.x = 2048 / 2 - 300; // Center horizontally gameOverText.y = 200; // Position from top with more space gameOverContainer.addChild(gameOverText); // Meme text - position BELOW main text var memeText = new Text2("(But we've all been there...)", { size: 35, fill: 0xFFFFFF, fontStyle: 'italic', align: 'center', stroke: 0x000000, strokeThickness: 2, font: "Caveat, 'Comic Sans MS', 'Bradley Hand', cursive" }); memeText.anchor.set(0.5, 0.5); memeText.x = 2048 / 2 - 300; // Center horizontally memeText.y = gameOverText.y + 250; // Position below game over text with more space gameOverContainer.addChild(memeText); // Final score text var finalScoreText = new Text2("FINAL SCORE: " + score, { size: 50, fill: 0xffff00, stroke: 0x000000, strokeThickness: 5, font: "Caveat, 'Comic Sans MS', 'Bradley Hand', cursive" // Add font }); finalScoreText.anchor.set(0.5, 0.5); finalScoreText.x = 2048 / 2 - 300; // Center horizontally finalScoreText.y = 850; // Position from top gameOverContainer.addChild(finalScoreText); // Level reached - updated positioning and font var levelReachedText = new Text2("DAYS WITHOUT BURNOUT: " + gameLevel, { size: 35, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 3, font: "Caveat, 'Comic Sans MS', 'Bradley Hand', cursive" // Add font }); levelReachedText.anchor.set(0.5, 0.5); levelReachedText.x = 2048 / 2 - 300; // Center horizontally levelReachedText.y = 1300; // Position below score with more space gameOverContainer.addChild(levelReachedText); // Restart button - FIXED: Made it more visible and properly centered var restartButton = new Container(); restartButton.interactive = true; // No background button var restartText = new Text2("PLAY AGAIN", { size: 35, fill: 0xff0000, fontWeight: 'bold', font: "Caveat, 'Comic Sans MS', 'Bradley Hand', cursive" }); restartText.anchor.set(0.5, 0.5); restartText.x = 0; restartText.y = 0; restartButton.addChild(restartText); restartButton.x = 2048 / 2 - 300; // Center horizontally restartButton.y = 1600; // Position below level text with more space gameOverContainer.addChild(restartButton); // Add fun meme quote at the bottom with improved formatting var memeQuote = new Text2(getRandomMemeQuote(), { size: 55, fill: 0xFFFFFF, fontStyle: 'italic', align: 'center', wordWrap: true, wordWrapWidth: 1400, font: "Caveat, 'Comic Sans MS', 'Bradley Hand', cursive" // Add font }); memeQuote.anchor.set(0.5, 0.5); memeQuote.x = 2048 / 2 - 300; // Center horizontally memeQuote.y = 1800; // Position from top with more space gameOverContainer.addChild(memeQuote); // Animate in with improved timing gameOverText.alpha = 0; gameOverText.y -= 100; memeText.alpha = 0; finalScoreText.alpha = 0; levelReachedText.alpha = 0; restartButton.alpha = 0; memeQuote.alpha = 0; tween(gameOverText, { alpha: 1, y: gameOverText.y + 100 }, { duration: 500, easing: tween.elasticOut }); tween(memeText, { alpha: 1 }, { duration: 500, delay: 200 // Reduced delay for better flow }); tween(finalScoreText, { alpha: 1 }, { duration: 500, delay: 400 // Reduced delay }); tween(levelReachedText, { alpha: 1 }, { duration: 500, delay: 600 // Reduced delay }); tween(restartButton, { alpha: 1 }, { duration: 500, delay: 800 // Reduced delay }); tween(memeQuote, { alpha: 1 }, { duration: 500, delay: 1000 // Reduced delay }); // Handle restart restartButton.down = function () { restartGame(); gameOverContainer.destroy(); }; LK.gui.addChild(gameOverContainer); } // Restart game function restartGame() { // Reset game variables score = 0; stressLevel = 0; gameLevel = 1; problemSpawnInterval = 1800; maxProblemsOnScreen = 4; lastProblemTime = 0; gameRunning = true; // Start game immediately tutorialActive = false; // Skip tutorial // Clear any existing problems for (var i = 0; i < problems.length; i++) { if (problems[i] && problems[i].parent) { problems[i].destroy(); } } problems = []; // Reset UI scoreText.setText("SCORE: 0"); levelText.setText("DAY: 1"); updateStressBar(); // Reset player player.updateAppearance(0); player.alpha = 1; // Show player immediately // Make game elements visible immediately stressBar.alpha = 1; levelText.alpha = 1; // Make sure code background is hidden completely codeBackground.alpha = 0; // Restart music - ensure music plays when game restarts LK.playMusic('bgmusic'); // Set last problem time to now lastProblemTime = Date.now(); } // Get random meme quote for game over screen function getRandomMemeQuote() { var quotes = ["This is fine. Everything is fine.", "When someone asks how you're doing and you say 'fine' for the 47th time today.", "Me pretending my life isn't falling apart.", "Monday: I'm fine. Tuesday: I'M FINE! Friday: EVERYTHING IS FINE!!!", "When the deadline is tomorrow and you haven't started yet: I'M FINE!", "Adult life is saying 'I'm fine' when people ask how you are until you actually are.", "No one: \nMe: I'M FINE!!! EVERYTHING IS FINE!!!", "When your coffee spills, WiFi drops, and deadline changes all at once: I'M TOTALLY FINE!"]; return quotes[Math.floor(Math.random() * quotes.length)]; } // Screen shake effect function shakeScreen(intensity) { if (!gameRunning) { return; } tween(game, { x: Math.random() * intensity - intensity / 2 }, { duration: 50, easing: tween.linear, onFinish: function onFinish() { tween(game, { x: Math.random() * intensity - intensity / 2 }, { duration: 50, easing: tween.linear, onFinish: function onFinish() { tween(game, { x: 0 }, { duration: 50, easing: tween.linear }); } }); } }); } // Clean up problems array function cleanupProblems() { for (var i = problems.length - 1; i >= 0; i--) { if (!problems[i].parent) { problems.splice(i, 1); } } } // Handle instructions button instructionsButton.down = function () { if (gameStarted) { showInstructions(); } }; // Handle start button startButton.down = function () { startGame(); }; // Main game update function game.update = function () { // Calculate delta time for consistent updates var now = Date.now(); var delta = (now - lastUpdate) / 1000; // Convert to seconds lastUpdate = now; // Only update code background if game hasn't started or tutorial is active if (!gameStarted || tutorialActive) { codeBackground.update(); } if (!gameRunning || !gameStarted || tutorialActive) { // Check if there are any problems to remove (during tutorial) for (var i = problems.length - 1; i >= 0; i--) { if (problems[i].parent) { problems[i].destroy(); } } problems = []; return; } // Check if it's time to spawn a new problem if (now - lastProblemTime > problemSpawnInterval) { spawnProblem(); lastProblemTime = now; } // Update all problems for (var i = 0; i < problems.length; i++) { if (problems[i] && problems[i].update) { problems[i].update(delta); } } // Clean up problems array cleanupProblems(); // Check level progress checkLevelProgress(); // NEW: Reduce stress faster when there are no problems if (problems.length === 0 && stressLevel > 0) { // Reduce stress at a higher rate when no problems are present stressLevel = Math.max(0, stressLevel - 1.0 * delta); updateStressBar(); // Visual feedback for stress reduction when no problems if (Math.random() < 0.05) { // Occasional visual feedback var relaxPopup = new Text2("-1 STRESS", { size: 30, fill: 0x00cc00, stroke: 0x000000, strokeThickness: 2, font: "Caveat, 'Comic Sans MS', 'Bradley Hand', cursive" }); relaxPopup.anchor.set(0.5, 0.5); relaxPopup.x = player.x; relaxPopup.y = player.y - 100; game.addChild(relaxPopup); // Animate relaxation popup tween(relaxPopup, { y: relaxPopup.y - 50, alpha: 0 }, { duration: 800, easing: tween.easeOut, onFinish: function onFinish() { relaxPopup.destroy(); } }); } } // Randomly reduce stress (small recovery chance) if (Math.random() < 0.001 * delta * 60 && stressLevel > 0) { stressLevel = Math.max(0, stressLevel - 0.2); updateStressBar(); } // Add screen shake when stress is high if (stressLevel >= 70 && Math.random() < 0.05) { var intensity = (stressLevel - 70) / 30 * 20; shakeScreen(intensity); } }; // Music will be played when the START! button is pressed instead
===================================================================
--- original.js
+++ change.js
@@ -206,9 +206,9 @@
});
} else {
// Maximum stress - bright red
playerGraphic.tint = 0xff0000;
- self.statusText.setText("I'M TOTALLY FINE!!!");
+ self.statusText.setText("T_T ...!!!");
self.statusText.style = {
fontSize: 40,
fill: 0xFF0000,
align: 'center',
@@ -639,11 +639,8 @@
fillColor = 0xFF0000; // Red for text
}
// Update player text color to match stress level
if (player && player.statusText) {
- if (!player.statusText.style) {
- player.statusText.style = {};
- }
player.statusText.style.fill = fillColor;
}
};
return self;
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