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
User prompt
seperate the enemy assets from "box" assets. i want to change them.
User prompt
and make it blurry
User prompt
make background opacity %50
User prompt
i want a background asset
User prompt
i want hard difficulty with red color. enemys will be red too. like the other different diffculties
User prompt
delete "hard"
User prompt
you have to change it to red
User prompt
hard enemy must be red
User prompt
make in game enemy color same with the difficultie color
User prompt
these assets have to be in game
User prompt
i want 3 new assets of "easy" "mid" and "hard" boxes
User prompt
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;
// 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();
}
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
****/
// 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 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);
scoreTxt.x = LK.gui.top.width / 2;
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);
timerTxt.x = LK.gui.top.width / 2;
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;
}
// 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;
}
});
}
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);
}
// 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;
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
@@ -123,9 +123,20 @@
size: 120,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
+scoreTxt.x = LK.gui.top.width / 2;
+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);
+timerTxt.x = LK.gui.top.width / 2;
+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('', {
@@ -135,19 +146,8 @@
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);
-// 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