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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 !
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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; }); var StressBar = Container.expand(function () { var self = Container.call(this); // Create elements var background = self.attachAsset('progressBar', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0 }); var fill = self.attachAsset('progressFill', { anchorX: 0, anchorY: 0.5, x: -background.width / 2, y: 0, width: 0 // Start with 0 width }); var label = new Text2("STRESS LEVEL", { size: 30, fill: 0x000000 }); label.anchor.set(0.5, 1); label.x = 0; label.y = -35; self.addChild(label); // Interactive capabilities for dragging self.interactive = true; var isDragging = false; var dragOffsetX = 0; var dragOffsetY = 0; // Event handler for down self.down = function (x, y, obj) { isDragging = true; // Calculate offset between touch point and stress bar center var globalPos = obj.parent.toGlobal(obj.position); var localPos = game.toLocal(globalPos); dragOffsetX = x - localPos.x; dragOffsetY = y - localPos.y; // Play sound feedback LK.getSound('tap').play(); }; // Event handler for up self.up = function () { isDragging = false; }; // Event handler for move self.move = function (x, y, obj) { if (isDragging) { self.x = x - dragOffsetX; self.y = y - dragOffsetY; // Make sure the bar stays within the screen bounds self.x = Math.max(500, Math.min(self.x, 2048 - 500)); self.y = Math.max(100, Math.min(self.y, 2732 - 100)); } }; // Update fill based on stress level self.updateFill = function (stressLevel) { var maxWidth = 1000; var newWidth = stressLevel / 100 * maxWidth; // Tween the progress bar fill tween(fill, { width: newWidth }, { duration: 300, easing: tween.easeOut }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xe8f4f8 // Light blue background }); /**** * Game Code ****/ // Game state variables // Replace with actual ID // Replace with actual ID // Replace with actual ID // Replace with actual ID // Replace with actual ID // Replace with actual ID 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); // Create and initialize stress bar container var stressBar = new StressBar(); stressBar.x = 1048 / 2; // Position at top middle of screen stressBar.y = 120; LK.gui.addChild(stressBar); // Assign to global variables for compatibility with existing code progressBarBackground = stressBar.children[0]; progressBarFill = stressBar.children[1]; // Update stress bar based on current stress level function updateStressBar() { // Use the StressBar updateFill method to update the stress bar stressBar.updateFill(stressLevel); // 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
@@ -595,15 +595,15 @@
/****
* Game Code
****/
+// Game state variables
// 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 = [];
@@ -657,10 +657,10 @@
titleText.y = 50;
LK.gui.addChild(titleText);
// Create and initialize stress bar container
var stressBar = new StressBar();
-stressBar.x = 2048 / 2; // Position at bottom middle under player
-stressBar.y = 2732 - 200; // Position near bottom of screen, under player
+stressBar.x = 1048 / 2; // Position at top middle of screen
+stressBar.y = 120;
LK.gui.addChild(stressBar);
// Assign to global variables for compatibility with existing code
progressBarBackground = stressBar.children[0];
progressBarFill = stressBar.children[1];
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