User prompt
a sound effect can be played max 2 times in a row.
User prompt
sometimes play enemykill sometimes play enemykill2. randomly for every enemy dies
User prompt
choose one of the sound effect when you kill enemy. between enemyKill and enemyKill2
User prompt
make a sound effect for killing enemies
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'Timeout.tick error: storage is not defined' in or related to this line: 'var leaderboardMaxPoint = storage.leaderboardMaxPoint || [];' Line Number: 599 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'tween is not defined' in or related to this line: 'if (typeof tween.BlurFilter === 'function') {' Line Number: 120
User prompt
Please fix the bug: 'tween is not defined' in or related to this line: 'if (typeof tween.BlurFilter === 'function') {' Line Number: 120
Code edit (2 edits merged)
Please save this source code
User prompt
give me all of the texts on main menu. i will pick one. you will delete this.
User prompt
make all diffculties %30 easier
User prompt
in game; timer and score has to be literally up-mid of the screen.
Code edit (1 edits merged)
Please save this source code
User prompt
delete the old ones. and move the new ones up
User prompt
in game add "second:x" and "point:x"
User prompt
a bit right. inside the MONİTOR
User prompt
align leaderboards left
User prompt
tap to enter not working. fix it
User prompt
player has to set a nickname first. ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
İ WANT THESE BOARDS İNSİDE MY SCREEN. İ CANT SEE THEM
User prompt
a bit left. inside the monitor
User prompt
make leaderboards right of the main menu ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
max these texts right of the menu
User prompt
make a leaderboard for other players. one for max point reached. one for max combo reached ↪💡 Consider importing and using the following plugins: @upit/storage.v1
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ // No need for update loop for MVP // Prevent elements in top-left 100x100 // (Handled by spawnTarget margin and minY); // Enemy class for different difficulties var Enemy = Container.expand(function () { var self = Container.call(this); // Determine which asset to use based on selectedDifficulty var assetId = 'enemyMid'; if (typeof selectedDifficulty !== 'undefined') { if (selectedDifficulty === 'easy') { assetId = 'enemyEasy'; } else if (selectedDifficulty === 'hard') { assetId = 'enemyHard'; } } // Attach the correct asset var enemyAsset = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); // Set size property for positioning and hit detection self.size = enemyAsset.width; // Track lastX, lastY for possible future use self.lastX = self.x; self.lastY = self.y; // Vibration logic self._vibAngle = Math.random() * Math.PI * 2; self._vibSpeed = 0.18 + Math.random() * 0.12; // radians per frame self._vibRadius = 18 + Math.random() * 10; // px self._vibBaseX = 0; self._vibBaseY = 0; self._vibTick = 0; self._vibActive = false; self._vibInit = function () { self._vibBaseX = self.x; self._vibBaseY = self.y; self._vibTick = 0; self._vibActive = vibrationEnabled === true; }; self.update = function () { if (self._vibActive) { self._vibTick++; self._vibAngle += self._vibSpeed; // Circular vibration self.x = self._vibBaseX + Math.cos(self._vibAngle) * self._vibRadius; self.y = self._vibBaseY + Math.sin(self._vibAngle) * self._vibRadius; } }; // Hit/miss handlers (set externally) self.onHit = null; self.onMiss = null; // Called when player hits the enemy self.down = function () { if (typeof self.onHit === 'function') { self.onHit(); } var randomSound; if (lastPlayedSound === 'enemyKill' && consecutiveSoundCount >= 2) { randomSound = 'enemyKill2'; consecutiveSoundCount = 1; } else if (lastPlayedSound === 'enemyKill2' && consecutiveSoundCount >= 2) { randomSound = 'enemyKill'; consecutiveSoundCount = 1; } else { randomSound = Math.random() < 0.5 ? 'enemyKill' : 'enemyKill2'; if (randomSound === lastPlayedSound) { consecutiveSoundCount++; } else { consecutiveSoundCount = 1; } } lastPlayedSound = randomSound; LK.getSound(randomSound).play(); self.destroy(); }; // Called when player misses the enemy (timeout or miss) self.miss = function () { if (typeof self.onMiss === 'function') { self.onMiss(); } self.destroy(); }; // Defensive: destroy cleans up self.destroy = function () { if (self.parent) { self.parent.removeChild(self); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x181c24 }); /**** * Game Code ****/ // Import tween plugin for animations and filters // Add background asset to the game scene (randomly select one) // Enemy assets for each difficulty var backgroundIds = ['background1', 'background2', 'background3']; var selectedBackgroundId = backgroundIds[Math.floor(Math.random() * backgroundIds.length)]; var background = LK.getAsset(selectedBackgroundId, { width: 2048, height: 2732, anchorX: 0, anchorY: 0, x: 0, y: 0, alpha: 0.5 }); game.addChild(background); // Apply blur effect to background (using tween plugin for filter) if (typeof background.filters === 'undefined') { background.filters = []; } if (typeof tween.BlurFilter === 'function') { var blur = new tween.BlurFilter(); blur.blur = 16; // Adjust blur strength as needed background.filters.push(blur); } // Game settings var GAME_TIME = 30; // seconds var TARGET_LIFETIME = 900; // ms before target disappears var TARGET_SPAWN_DELAY = 200; // ms between targets (after hit/miss) var MIN_TARGETS = 1; var MAX_TARGETS = 1; // Only one target at a time for MVP // State var score = 0; var lastPlayedSound = null; var consecutiveSoundCount = 0; var timeLeft = GAME_TIME; var timerInterval = null; var targetTimeout = null; var currentTarget = null; var gameActive = false; // Score display var scoreTxt = new Text2('0', { size: 120, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); // anchor center, top scoreTxt.x = LK.gui.top.width / 2; // center horizontally scoreTxt.y = 0; LK.gui.top.addChild(scoreTxt); // Timer display var timerTxt = new Text2(GAME_TIME + '', { size: 90, fill: 0xFFD700 }); timerTxt.anchor.set(0.5, 0); // anchor center, top timerTxt.x = LK.gui.top.width / 2; // center horizontally timerTxt.y = scoreTxt.height + 10; LK.gui.top.addChild(timerTxt); // Combo system variables and UI var combo = 0; var maxCombo = 0; var comboTxt = new Text2('', { size: 80, fill: 0xFFD700 }); comboTxt.anchor.set(0.5, 1); // anchor to center bottom comboTxt.y = 0; // will be positioned by gui.bottom comboTxt.visible = false; LK.gui.bottom.addChild(comboTxt); // Feedback text (shows "Miss!" or "+1") var feedbackTxt = new Text2('', { size: 120, fill: 0xFF3B3B }); feedbackTxt.anchor.set(0.5, 0.5); feedbackTxt.visible = false; LK.gui.center.addChild(feedbackTxt); // Helper: spawn a new target at a random position function spawnTarget() { // Remove previous target if any if (currentTarget) { currentTarget.destroy(); currentTarget = null; } // Create new enemy (use Enemy class instead of Target) var thisTargetDifficulty = selectedDifficulty; if (typeof mixedDifficultiesEnabled !== 'undefined' && mixedDifficultiesEnabled) { var pool = ['easy', 'mid', 'hard']; thisTargetDifficulty = pool[Math.floor(Math.random() * pool.length)]; } var prevSelectedDifficulty = selectedDifficulty; selectedDifficulty = thisTargetDifficulty; var target = new Enemy(); selectedDifficulty = prevSelectedDifficulty; // restore for next spawn // Randomize position, keep fully inside screen and away from top-left 100x100 var margin = 80; var minX = margin + target.size / 2; var maxX = 2048 - margin - target.size / 2; var minY = margin + target.size / 2 + 100; // avoid top 100px var maxY = 2732 - margin - target.size / 2; target.x = minX + Math.random() * (maxX - minX); target.y = minY + Math.random() * (maxY - minY); // Attach hit/miss handlers target.onHit = function () { score += 1; LK.setScore(score); scoreTxt.setText(score + ''); // Combo logic combo += 1; if (combo > maxCombo) { maxCombo = combo; } comboTxt.setText('Combo: ' + combo); comboTxt.visible = true; // Animate combo text comboTxt.alpha = 1; tween(comboTxt, { alpha: 0.5 }, { duration: 200, easing: tween.cubicOut }); showFeedback('+1', 0x3bff6a); scheduleNextTarget(); }; target.onMiss = function () { // Combo reset on miss if (combo > 0) { showFeedback('Miss! Combo Broken', 0xff3b3b); } else { showFeedback('Miss!', 0xff3b3b); } combo = 0; comboTxt.setText(''); comboTxt.visible = false; scheduleNextTarget(); }; // Add to game game.addChild(target); currentTarget = target; if (typeof target._vibInit === 'function') { target._vibInit(); } // Set up timeout for missing the target if (targetTimeout) { LK.clearTimeout(targetTimeout); } targetTimeout = LK.setTimeout(function () { if (currentTarget) { currentTarget.miss(); currentTarget = null; } }, TARGET_LIFETIME); } // Helper: show feedback text at center function showFeedback(text, color) { feedbackTxt.setText(text); // Use setStyle to update fill color safely feedbackTxt.setStyle({ fill: '#' + color.toString(16).padStart(6, '0') }); feedbackTxt.visible = true; feedbackTxt.alpha = 1; tween(feedbackTxt, { alpha: 0 }, { duration: 500, easing: tween.cubicOut, onFinish: function onFinish() { feedbackTxt.visible = false; } }); } // Helper: schedule next target after a short delay function scheduleNextTarget() { if (targetTimeout) { LK.clearTimeout(targetTimeout); } targetTimeout = LK.setTimeout(function () { if (gameActive) { spawnTarget(); } }, TARGET_SPAWN_DELAY); } // Start the game function startGame() { score = 0; LK.setScore(0); scoreTxt.setText('0'); combo = 0; maxCombo = 0; comboTxt.setText(''); comboTxt.visible = false; timeLeft = GAME_TIME; timerTxt.setText(timeLeft + ''); feedbackTxt.visible = false; gameActive = true; // Remove any lingering target if (currentTarget) { currentTarget.destroy(); currentTarget = null; } // Start timer if (timerInterval) { LK.clearInterval(timerInterval); } timerInterval = LK.setInterval(function () { if (!gameActive) { return; } timeLeft -= 0.1; if (timeLeft < 0) { timeLeft = 0; } timerTxt.setText(Math.ceil(timeLeft) + ''); if (timeLeft <= 0) { endGame(); } }, 100); // Spawn first target spawnTarget(); } // End the game function endGame() { gameActive = false; if (timerInterval) { LK.clearInterval(timerInterval); } if (targetTimeout) { LK.clearTimeout(targetTimeout); } if (currentTarget) { currentTarget.destroy(); currentTarget = null; } // Update leaderboards // Max Point leaderboard var leaderboardMaxPoint = storage.leaderboardMaxPoint || []; leaderboardMaxPoint.push(score); leaderboardMaxPoint.sort(function (a, b) { return b - a; }); if (leaderboardMaxPoint.length > 5) { leaderboardMaxPoint = leaderboardMaxPoint.slice(0, 5); } storage.leaderboardMaxPoint = leaderboardMaxPoint; // Max Combo leaderboard var leaderboardMaxCombo = storage.leaderboardMaxCombo || []; leaderboardMaxCombo.push(maxCombo); leaderboardMaxCombo.sort(function (a, b) { return b - a; }); if (leaderboardMaxCombo.length > 5) { leaderboardMaxCombo = leaderboardMaxCombo.slice(0, 5); } storage.leaderboardMaxCombo = leaderboardMaxCombo; // Show max combo in feedback if (maxCombo > 1) { feedbackTxt.setText('Max Combo: ' + maxCombo); feedbackTxt.setStyle({ fill: '#FFD700' }); feedbackTxt.visible = true; feedbackTxt.alpha = 1; tween(feedbackTxt, { alpha: 0 }, { duration: 1200, easing: tween.cubicOut, onFinish: function onFinish() { feedbackTxt.visible = false; } }); } // Show leaderboard feedback var leaderboardText = '🏆 Max Points:\n'; for (var i = 0; i < leaderboardMaxPoint.length; i++) { leaderboardText += i + 1 + '. ' + leaderboardMaxPoint[i] + '\n'; } leaderboardText += '\n🔥 Max Combos:\n'; for (var i = 0; i < leaderboardMaxCombo.length; i++) { leaderboardText += i + 1 + '. ' + leaderboardMaxCombo[i] + '\n'; } feedbackTxt.setText(leaderboardText); feedbackTxt.setStyle({ fill: '#FFD700', fontSize: 80 }); feedbackTxt.visible = true; feedbackTxt.alpha = 1; tween(feedbackTxt, { alpha: 0 }, { duration: 2200, easing: tween.cubicOut, onFinish: function onFinish() { feedbackTxt.visible = false; } }); LK.showGameOver(); } // Game tap handler: if tap is not on a target, show miss feedback game.down = function (x, y, obj) { if (!gameActive) { return; } // If tap is not on the target, count as miss if (currentTarget) { // Convert tap to target local coordinates var local = currentTarget.toLocal(game.toGlobal({ x: x, y: y })); var dx = local.x; var dy = local.y; var r = currentTarget.size / 2; if (dx * dx + dy * dy > r * r) { // Missed the target currentTarget.miss(); currentTarget = null; } // else: handled by target.down } }; // --- Main Menu Implementation --- // Difficulty settings var DIFFICULTY_SETTINGS = { easy: { GAME_TIME: 30, TARGET_LIFETIME: Math.round(1200 * 1.3), // 1560 TARGET_SPAWN_DELAY: Math.round(250 * 1.3) // 325 }, mid: { GAME_TIME: 30, TARGET_LIFETIME: Math.round(900 * 1.3), // 1170 TARGET_SPAWN_DELAY: Math.round(200 * 1.3) // 260 }, hard: { GAME_TIME: 30, TARGET_LIFETIME: Math.round(650 * 1.3), // 845 TARGET_SPAWN_DELAY: Math.round(120 * 1.3) // 156 } }; var selectedDifficulty = 'mid'; // Menu container var menuContainer = new Container(); LK.gui.center.addChild(menuContainer); // Title var titleTxt = new Text2('Aim Trainer', { size: 180, fill: 0xffffff }); titleTxt.anchor.set(0.5, 0.5); titleTxt.y = -350; menuContainer.addChild(titleTxt); // --- MAIN MENU TEXTS --- // 1. Title: 'Aim Trainer' // 2. Difficulty Buttons: 'Easy', 'Mid', 'Hard' // 3. Vibration Toggle: 'Enemy Vibration: OFF' / 'Enemy Vibration: ON' // 4. Start Button: 'Start' // 5. Mixed Difficulties Toggle: 'Mixed Difficulties: OFF' / 'Mixed Difficulties: ON' // 6. Leaderboard Section: 'Max Points:', 'Max Combos:' // Difficulty buttons var diffBtns = []; var diffNames = ['easy', 'mid', 'hard']; var diffLabels = ['Easy', 'Mid', 'Hard']; var diffColors = [0x3bff6a, 0x3b9cff, 0xff3b3b]; for (var i = 0; i < diffNames.length; i++) { var btn = new Container(); // Use the correct asset for each difficulty var assetId = diffNames[i] + 'Box'; var bg = LK.getAsset(assetId, { width: 340, height: 140, anchorX: 0.5, anchorY: 0.5 }); btn.addChild(bg); var label = new Text2(diffLabels[i], { size: 80, fill: 0xffffff }); label.anchor.set(0.5, 0.5); btn.addChild(label); btn.x = 0; btn.y = -100 + i * 180; btn.diff = diffNames[i]; btn.selected = false; btn.setSelected = function (selected) { this.selected = selected; this.children[0].alpha = selected ? 1 : 0.6; // Use setStyle to update fill color safely if (this.children[1] && typeof this.children[1].setStyle === 'function') { this.children[1].setStyle({ fill: selected ? '#ffffff' : '#e0e0e0' }); } }; btn.setSelected(i === 1); // Default to 'mid' btn.down = function (diffName, btnRef) { return function () { selectedDifficulty = diffName; for (var j = 0; j < diffBtns.length; j++) { diffBtns[j].setSelected(diffBtns[j] === btnRef); } }; }(diffNames[i], btn); diffBtns.push(btn); menuContainer.addChild(btn); } // Vibration toggle var vibrationEnabled = false; var vibrationBtn = new Container(); var vibrationBg = LK.getAsset('midBox', { width: 340, height: 100, anchorX: 0.5, anchorY: 0.5 }); vibrationBtn.addChild(vibrationBg); var vibrationLabel = new Text2('Enemy Vibration: OFF', { size: 60, fill: 0xffffff }); vibrationLabel.anchor.set(0.5, 0.5); vibrationBtn.addChild(vibrationLabel); // Start button var startBtn = new Container(); var startBg = LK.getAsset('targetShape', { width: 420, height: 160, color: 0xffe23b, shape: 'box', anchorX: 0.5, anchorY: 0.5 }); startBtn.addChild(startBg); var startLabel = new Text2('Start', { size: 100, fill: 0xffffff, stroke: 0x000000, strokeThickness: 8 }); startLabel.anchor.set(0.5, 0.5); startBtn.addChild(startLabel); startBtn.x = 0; startBtn.y = 500; startBtn.down = function () { showGame(); }; menuContainer.addChild(startBtn); // Vibration toggle (moved below Start) vibrationBtn.x = 0; vibrationBtn.y = 670; vibrationBtn.down = function () { vibrationEnabled = !vibrationEnabled; vibrationLabel.setText('Enemy Vibration: ' + (vibrationEnabled ? 'ON' : 'OFF')); vibrationBg.alpha = vibrationEnabled ? 1 : 0.7; }; menuContainer.addChild(vibrationBtn); // Mixed Difficulties toggle (moved below vibration) var mixedDifficultiesEnabled = false; var mixedBtn = new Container(); var mixedBg = LK.getAsset('midBox', { width: 340, height: 100, anchorX: 0.5, anchorY: 0.5 }); mixedBtn.addChild(mixedBg); var mixedLabel = new Text2('Mixed Difficulties: OFF', { size: 60, fill: 0xffffff }); mixedLabel.anchor.set(0.5, 0.5); mixedBtn.addChild(mixedLabel); mixedBtn.x = 0; mixedBtn.y = 790; mixedBtn.down = function () { mixedDifficultiesEnabled = !mixedDifficultiesEnabled; mixedLabel.setText('Mixed Difficulties: ' + (mixedDifficultiesEnabled ? 'ON' : 'OFF')); mixedBg.alpha = mixedDifficultiesEnabled ? 1 : 0.7; }; menuContainer.addChild(mixedBtn); // Show menu function showMenu() { menuContainer.visible = true; scoreTxt.visible = false; timerTxt.visible = false; feedbackTxt.visible = false; gameActive = false; // Show leaderboard on menu ; } if (currentTarget) { currentTarget.destroy(); currentTarget = null; } if (timerInterval) { LK.clearInterval(timerInterval); } if (targetTimeout) { LK.clearTimeout(targetTimeout); } // Hide menu and start game function showGame() { // Set difficulty if (typeof mixedDifficultiesEnabled !== 'undefined' && mixedDifficultiesEnabled) { // Use 'mid' as base, but spawnTarget will randomize var settings = DIFFICULTY_SETTINGS['mid']; } else { var settings = DIFFICULTY_SETTINGS[selectedDifficulty]; } GAME_TIME = settings.GAME_TIME; TARGET_LIFETIME = settings.TARGET_LIFETIME; TARGET_SPAWN_DELAY = settings.TARGET_SPAWN_DELAY; menuContainer.visible = false; scoreTxt.visible = true; timerTxt.visible = true; feedbackTxt.visible = false; startGame(); } // On game over, show menu again game.on('destroy', function () { gameActive = false; if (timerInterval) { LK.clearInterval(timerInterval); } if (targetTimeout) { LK.clearTimeout(targetTimeout); } if (currentTarget) { currentTarget.destroy(); currentTarget = null; } showMenu(); }); // Show menu on first frame LK.setTimeout(function () { showMenu(); }, 200);
===================================================================
--- original.js
+++ change.js
@@ -62,9 +62,24 @@
self.down = function () {
if (typeof self.onHit === 'function') {
self.onHit();
}
- var randomSound = Math.random() < 0.5 ? 'enemyKill' : 'enemyKill2';
+ var randomSound;
+ if (lastPlayedSound === 'enemyKill' && consecutiveSoundCount >= 2) {
+ randomSound = 'enemyKill2';
+ consecutiveSoundCount = 1;
+ } else if (lastPlayedSound === 'enemyKill2' && consecutiveSoundCount >= 2) {
+ randomSound = 'enemyKill';
+ consecutiveSoundCount = 1;
+ } else {
+ randomSound = Math.random() < 0.5 ? 'enemyKill' : 'enemyKill2';
+ if (randomSound === lastPlayedSound) {
+ consecutiveSoundCount++;
+ } else {
+ consecutiveSoundCount = 1;
+ }
+ }
+ lastPlayedSound = randomSound;
LK.getSound(randomSound).play();
self.destroy();
};
// Called when player misses the enemy (timeout or miss)
@@ -124,8 +139,10 @@
var MIN_TARGETS = 1;
var MAX_TARGETS = 1; // Only one target at a time for MVP
// State
var score = 0;
+var lastPlayedSound = null;
+var consecutiveSoundCount = 0;
var timeLeft = GAME_TIME;
var timerInterval = null;
var targetTimeout = null;
var currentTarget = null;