User prompt
point and time text has to be upper center of game
User prompt
combo text has to be bottom of the game
User prompt
make combo system
User prompt
Please fix the bug: 'mixedBtn is not defined' in or related to this line: 'mixedBtn.x = 0;' Line Number: 456
User prompt
make the toggles bottom of the start menu.
User prompt
make a new toggle. this one mixes all diffculties. in one game every diffculty can appear.
User prompt
make a main menu option that enables enemy vibration. that makes game harder
User prompt
main menu "start" text needs to be white. and a black outline.
User prompt
add different background assets and choose one of them randomly everytime
User prompt
Please fix the bug: 'Uncaught ReferenceError: Enemy is not defined' in or related to this line: 'var target = new Enemy();' Line Number: 96
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seperate the enemy assets from "box" assets. i want to change them.
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and make it blurry
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make background opacity %50
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i want a background asset
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i want hard difficulty with red color. enemys will be red too. like the other different diffculties
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delete "hard"
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you have to change it to red
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hard enemy must be red
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make in game enemy color same with the difficultie color
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these assets have to be in game
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i want 3 new assets of "easy" "mid" and "hard" boxes
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Please fix the bug: 'Cannot set properties of undefined (setting 'fill')' in or related to this line: 'this.children[1].style.fill = selected ? '#ffffff' : '#e0e0e0';' Line Number: 347
User prompt
make a main menu. there we can pick easy-mid-hard difficulties.
User prompt
Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'feedbackTxt.style.fill = '#' + color.toString(16).padStart(6, '0');' Line Number: 187
Code edit (1 edits merged)
Please save this source code
/**** * Plugins ****/ var tween = LK.import("@upit/tween.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; // 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(); } 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 ****/ // Enemy assets for each difficulty // Add background asset to the game scene (randomly select one) 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 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); LK.gui.top.addChild(scoreTxt); // Timer display var timerTxt = new Text2(GAME_TIME + '', { size: 90, fill: 0xFFD700 }); timerTxt.anchor.set(0.5, 0); LK.gui.top.addChild(timerTxt); timerTxt.y = scoreTxt.height * 0.9; // Center score and timer horizontally, with timer below score scoreTxt.x = LK.gui.top.width / 2; timerTxt.x = LK.gui.top.width / 2; // 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 target = new Enemy(); // 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 + ''); showFeedback('+1', 0x3bff6a); scheduleNextTarget(); }; target.onMiss = function () { showFeedback('Miss!', 0xff3b3b); scheduleNextTarget(); }; // Add to game game.addChild(target); currentTarget = target; // 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'); 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; } // Show game over (handled by LK) 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: 1200, TARGET_SPAWN_DELAY: 250 }, mid: { GAME_TIME: 30, TARGET_LIFETIME: 900, TARGET_SPAWN_DELAY: 200 }, hard: { GAME_TIME: 30, TARGET_LIFETIME: 650, TARGET_SPAWN_DELAY: 120 } }; 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); // 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); } // 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: 0x181c24 }); startLabel.anchor.set(0.5, 0.5); startBtn.addChild(startLabel); startBtn.x = 0; startBtn.y = 500; startBtn.down = function () { showGame(); }; menuContainer.addChild(startBtn); // Show menu function showMenu() { menuContainer.visible = true; scoreTxt.visible = false; timerTxt.visible = false; feedbackTxt.visible = false; gameActive = false; 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 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
@@ -61,10 +61,12 @@
/****
* Game Code
****/
// Enemy assets for each difficulty
-// Add background asset to the game scene
-var background = LK.getAsset('background', {
+// Add background asset to the game scene (randomly select one)
+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,