User prompt
Draw! asset stays active for too long, it's seen even after round end alerts, please fix it
User prompt
display them at the end of rounds as well, instead of text
User prompt
add ai wins and you win image assets
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display the tooearlyalert asset instead of You shot too early text
User prompt
add an image asset for the "you shot too early" alert
User prompt
create a background music asset to play on loop, add a mute button to top right corner to mute the music
User prompt
remove the DRAW! texts, it's already written on the asset
User prompt
adjust projectile's path to end in more center for both characters
User prompt
move player score a bit higher, move player gun 50px lower
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place player gun 70 px lower
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place player gun 100px lower
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Place AI gun 80 px lower
User prompt
Place AI gun 80px lower
User prompt
place ai gun 80 px lower
User prompt
place ai gun 80 px lower
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place ai gun 50 px lower
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place ai gun 30 px more lower
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place ai gun more lower
User prompt
place player gun a bit to the right, place AI gun a bit more lower and slightly to the left
User prompt
sounds collapse with each other, let them play correctly
User prompt
play them at the end of the round according to the result
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add round win and round lose sound assets
User prompt
add background as an asset
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delay end game alert 2 seconds to play the win or lose sound
User prompt
let's implement the assets so i can add the audios
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // AI Gun Class var AIGun = Container.expand(function () { var self = Container.call(this); var gun = self.attachAsset('aiGun', { anchorX: 0.5, anchorY: 0.5 }); gun.rotation = Math.PI / 2; self.gun = gun; self.firedGun = null; self.flash = null; self.shoot = function () { // Swap to fired gun asset if (!self.firedGun) { var firedGun = LK.getAsset('aiFiredGun', { anchorX: 0.5, anchorY: 0.5 }); firedGun.rotation = Math.PI / 2; firedGun.x = self.gun.x; firedGun.y = self.gun.y; firedGun.visible = false; self.firedGun = firedGun; self.addChildAt(firedGun, self.getChildIndex(self.gun)); } self.gun.visible = false; self.firedGun.visible = true; // Revert to normal gun after short delay LK.setTimeout(function () { if (self.firedGun) self.firedGun.visible = false; if (self.gun) self.gun.visible = true; }, 180); if (self.flash) { self.removeChild(self.flash); self.flash = null; } var flash = LK.getAsset('muzzleFlash', { anchorX: 0.5, anchorY: 0.5 }); flash.x = -120; flash.y = 0; self.addChild(flash); self.flash = flash; tween(flash, { alpha: 0 }, { duration: 200, onFinish: function onFinish() { if (self.flash) { self.removeChild(self.flash); self.flash = null; } } }); }; return self; }); // Bullet class for simulating the projectile var Bullet = Container.expand(function () { var self = Container.call(this); // shooter: 'player' or 'ai' self.shooter = null; // Attach a simple ellipse for the bullet var bulletShape = self.attachAsset('muzzleFlash', { anchorX: 0.5, anchorY: 0.5 }); bulletShape.width = 60; bulletShape.height = 60; self.bulletShape = bulletShape; // Set initial position and velocity self.vx = 0; self.vy = 0; // Track lastY for good-practice event triggers self.lastY = null; // Set bullet color based on shooter self.setShooter = function (shooter) { self.shooter = shooter; if (shooter === 'player') { bulletShape.tint = 0xFFD700; } else { bulletShape.tint = 0xAAAAAA; } }; // Called every tick self.update = function () { if (self.lastY === null) self.lastY = self.y; self.x += self.vx; self.y += self.vy; // Remove bullet if it leaves the screen if (self.shooter === 'player' && self.lastY >= aiGun.y && self.y < aiGun.y) { // Player bullet reached AI gun // Optionally: add a little smoke or effect here self.destroy(); } else if (self.shooter === 'ai' && self.lastY <= playerGun.y && self.y > playerGun.y) { // AI bullet reached player gun self.destroy(); } self.lastY = self.y; }; return self; }); // Player Gun Class var PlayerGun = Container.expand(function () { var self = Container.call(this); var gun = self.attachAsset('playerGun', { anchorX: 0.5, anchorY: 0.5 }); gun.rotation = Math.PI / 2; self.gun = gun; self.firedGun = null; self.flash = null; // Show muzzle flash and swap to fired gun self.shoot = function () { // Swap to fired gun asset if (!self.firedGun) { var firedGun = LK.getAsset('playerFiredGun', { anchorX: 0.5, anchorY: 0.5 }); firedGun.rotation = Math.PI / 2; firedGun.x = self.gun.x; firedGun.y = self.gun.y; firedGun.visible = false; self.firedGun = firedGun; self.addChildAt(firedGun, self.getChildIndex(self.gun)); } self.gun.visible = false; self.firedGun.visible = true; // Revert to normal gun after short delay LK.setTimeout(function () { if (self.firedGun) self.firedGun.visible = false; if (self.gun) self.gun.visible = true; }, 180); if (self.flash) { self.removeChild(self.flash); self.flash = null; } var flash = LK.getAsset('muzzleFlash', { anchorX: 0.5, anchorY: 0.5 }); flash.x = 120; flash.y = 0; self.addChild(flash); self.flash = flash; tween(flash, { alpha: 0 }, { duration: 200, onFinish: function onFinish() { if (self.flash) { self.removeChild(self.flash); self.flash = null; } } }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2d1a07 }); /**** * Game Code ****/ // Sound effects // Win/Lose round indicator // "DRAW!" signal // Bullet flash // Guns // Game state variables // fired variant // fired variant var round = 1; var playerScore = 0; var aiScore = 0; var maxRounds = 5; var winScore = 3; var state = 'waiting'; // 'waiting', 'ready', 'draw', 'playerShot', 'aiShot', 'falsestart', 'roundEnd' var drawTimeout = null; var aiShotTimeout = null; var canShoot = false; var playerReactTime = null; var aiReactTime = null; var drawTime = null; var playerShot = false; var aiShot = false; // UI elements var playerGun = new PlayerGun(); var aiGun = new AIGun(); var drawSign = null; var infoText = null; var roundDots = []; var aiRoundDots = []; var resultText = null; // Layout constants var centerX = 2048 / 2; var playerGunY = 2732 - 350; var aiGunY = 350; // Add background image to game var background = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5 }); background.x = centerX; background.y = 2732 / 2; game.addChild(background); // Add guns to game playerGun.x = centerX + 220; playerGun.y = playerGunY; game.addChild(playerGun); aiGun.x = centerX - 180; aiGun.y = aiGunY + 380 + 80 + 80 + 80; game.addChild(aiGun); // Draw round win/loss dots function updateRoundDots() { // Remove old dots for (var i = 0; i < roundDots.length; i++) { if (playerGun.children.indexOf(roundDots[i]) !== -1) { playerGun.removeChild(roundDots[i]); } } for (var i = 0; i < aiRoundDots.length; i++) { if (aiGun.children.indexOf(aiRoundDots[i]) !== -1) { aiGun.removeChild(aiRoundDots[i]); } } roundDots = []; aiRoundDots = []; // Player dots (behind player gun) for (var i = 0; i < winScore; i++) { var dot; if (i < playerScore) { dot = LK.getAsset('winDot', { anchorX: 0.5, anchorY: 0.5 }); } else { dot = LK.getAsset('loseDot', { anchorX: 0.5, anchorY: 0.5 }); dot.alpha = 0.3; } // Arrange dots horizontally behind the player gun dot.x = -180 + i * 80 - (winScore - 1) * 80 / 2; dot.y = 120; playerGun.addChild(dot); roundDots.push(dot); } // AI dots (behind AI gun) for (var j = 0; j < winScore; j++) { var dot2; if (j < aiScore) { dot2 = LK.getAsset('winDot', { anchorX: 0.5, anchorY: 0.5 }); } else { dot2 = LK.getAsset('loseDot', { anchorX: 0.5, anchorY: 0.5 }); dot2.alpha = 0.3; } // Arrange dots horizontally behind the AI gun dot2.x = 180 - j * 80 + (winScore - 1) * 80 / 2; dot2.y = -120; aiGun.addChild(dot2); aiRoundDots.push(dot2); } } updateRoundDots(); // Info text infoText = new Text2('Get Ready...', { size: 120, fill: 0xFFF7D0 }); infoText.anchor.set(0.5, 0); infoText.x = LK.gui.top.width / 2; infoText.y = 200; LK.gui.top.addChild(infoText); // Result text (centered, hidden by default) resultText = new Text2('', { size: 180, fill: 0xFFF7D0 }); resultText.anchor.set(0.5, 0.5); resultText.x = LK.gui.center.width / 2; resultText.y = LK.gui.center.height / 2; resultText.visible = false; LK.gui.center.addChild(resultText); // DRAW! sign (hidden by default) function showDrawSign() { if (drawSign) { game.removeChild(drawSign); drawSign = null; } drawSign = LK.getAsset('drawSign', { anchorX: 0.5, anchorY: 0.5 }); drawSign.x = centerX; drawSign.y = 2732 / 2; game.addChild(drawSign); var drawText = new Text2('DRAW!', { size: 180, fill: "#000" }); drawText.anchor.set(0.5, 0.5); drawText.x = drawSign.width / 2; drawText.y = drawSign.height / 2; drawSign.addChild(drawText); tween(drawSign, { scaleX: 1.2, scaleY: 1.2 }, { duration: 120, easing: tween.bounceOut, onFinish: function onFinish() { tween(drawSign, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.linear }); } }); LK.getSound('draw').play(); } function hideDrawSign() { if (drawSign) { game.removeChild(drawSign); drawSign = null; } } // Start a new round function startRound() { state = 'waiting'; canShoot = false; playerReactTime = null; aiReactTime = null; playerShot = false; aiShot = false; drawTime = null; infoText.setText('Get Ready...'); resultText.visible = false; hideDrawSign(); // Animate guns to neutral playerGun.rotation = 0; aiGun.rotation = 0; // Wait a short moment, then start suspense timer var suspenseDelay = 700 + Math.floor(Math.random() * 400); LK.setTimeout(function () { infoText.setText('...'); // Random suspense before DRAW! var suspense = 1200 + Math.floor(Math.random() * 1200); drawTimeout = LK.setTimeout(function () { state = 'draw'; canShoot = true; drawTime = Date.now(); showDrawSign(); infoText.setText('DRAW!'); // AI will react after a random delay (simulate reflex) var aiDelay = 180 + Math.floor(Math.random() * 320); // 180-500ms aiShotTimeout = LK.setTimeout(function () { if (!aiShot && !playerShot) { aiShoot(); } }, aiDelay); }, suspense); }, suspenseDelay); } // Player shoots function playerShoot() { if (state === 'draw' && canShoot && !playerShot && !aiShot) { playerShot = true; playerReactTime = Date.now() - drawTime; playerGun.shoot(); LK.getSound('gunshot').play(); // Animate gun recoil tween(playerGun, { rotation: -0.18 }, { duration: 80, onFinish: function onFinish() { tween(playerGun, { rotation: 0 }, { duration: 120 }); } }); // If AI hasn't shot yet, player wins if (!aiShot) { // Fire bullet from player gun toward AI gun var bullet = new Bullet(); bullet.setShooter('player'); bullet.x = playerGun.x + 120; // muzzle flash offset bullet.y = playerGun.y; // Calculate velocity to AI gun var dx = aiGun.x - bullet.x - 120; // aim for AI muzzle var dy = aiGun.y - bullet.y; var dist = Math.sqrt(dx * dx + dy * dy); var speed = 80; // px per frame, fast for effect bullet.vx = dx / dist * speed; bullet.vy = dy / dist * speed; game.addChild(bullet); endRound('player'); } } else if (state === 'waiting' || state === 'ready') { // False start state = 'falsestart'; canShoot = false; playerShot = true; playerGun.shoot(); LK.getSound('falsestart').play(); infoText.setText('False Start!'); resultText.setText('You Shot Too Early!'); resultText.visible = true; endRound('ai', true); } } // AI shoots function aiShoot() { if (state === 'draw' && canShoot && !aiShot && !playerShot) { aiShot = true; aiReactTime = Date.now() - drawTime; aiGun.shoot(); LK.getSound('gunshot').play(); // Animate gun recoil tween(aiGun, { rotation: 0.18 }, { duration: 80, onFinish: function onFinish() { tween(aiGun, { rotation: 0 }, { duration: 120 }); } }); // If player hasn't shot yet, AI wins if (!playerShot) { // Fire bullet from AI gun toward player gun var bullet = new Bullet(); bullet.setShooter('ai'); bullet.x = aiGun.x - 120; // muzzle flash offset bullet.y = aiGun.y; // Calculate velocity to player gun var dx = playerGun.x - bullet.x + 120; // aim for player muzzle var dy = playerGun.y - bullet.y; var dist = Math.sqrt(dx * dx + dy * dy); var speed = 80; // px per frame, fast for effect bullet.vx = dx / dist * speed; bullet.vy = dy / dist * speed; game.addChild(bullet); endRound('ai'); } } } // End round, winner: 'player' or 'ai', falsestart: true/false function endRound(winner, falsestart) { canShoot = false; state = 'roundEnd'; // Clear timeouts if (drawTimeout) { LK.clearTimeout(drawTimeout); drawTimeout = null; } if (aiShotTimeout) { LK.clearTimeout(aiShotTimeout); aiShotTimeout = null; } // Update scores if (winner === 'player') { playerScore += 1; infoText.setText('You Win the Round!'); resultText.setText('You Win!'); resultText.visible = true; // Stop lose sound if playing, then play win sound try { LK.getSound('roundlose').stop(); } catch (e) {} LK.getSound('roundwin').play(); LK.effects.flashObject(playerGun, 0x00FF00, 600); } else { aiScore += 1; if (falsestart) { infoText.setText('False Start!'); resultText.setText('You Shot Too Early!'); } else { infoText.setText('AI Wins the Round!'); resultText.setText('AI Wins!'); } resultText.visible = true; // Stop win sound if playing, then play lose sound try { LK.getSound('roundwin').stop(); } catch (e) {} LK.getSound('roundlose').play(); LK.effects.flashObject(aiGun, 0xFF0000, 600); } updateRoundDots(); // Check for match end if (playerScore >= winScore) { LK.setScore(playerScore); // Stop lose sound if playing, then play win sound try { LK.getSound('lose').stop(); } catch (e) {} try { LK.getSound('win').stop(); } catch (e) {} LK.getSound('win').play(); LK.setTimeout(function () { LK.showYouWin(); }, 2000); return; } if (aiScore >= winScore) { LK.setScore(playerScore); // Stop win sound if playing, then play lose sound try { LK.getSound('win').stop(); } catch (e) {} try { LK.getSound('lose').stop(); } catch (e) {} LK.getSound('lose').play(); LK.setTimeout(function () { LK.showGameOver(); }, 2000); return; } // Next round after short delay LK.setTimeout(function () { round += 1; startRound(); }, 1400); } // Handle player tap on gun playerGun.down = function (x, y, obj) { if (state === 'draw' || state === 'waiting' || state === 'ready') { playerShoot(); } }; // Also allow tapping anywhere in lower half to shoot (mobile friendly) game.down = function (x, y, obj) { if (y > 2732 / 2) { playerShoot(); } }; // Prevent AI gun from being tapped aiGun.down = function (x, y, obj) {}; // Start first round startRound(); // No need for update loop, as all logic is event/timer driven
===================================================================
--- original.js
+++ change.js
@@ -225,9 +225,9 @@
playerGun.x = centerX + 220;
playerGun.y = playerGunY;
game.addChild(playerGun);
aiGun.x = centerX - 180;
-aiGun.y = aiGunY + 380 + 80 + 80;
+aiGun.y = aiGunY + 380 + 80 + 80 + 80;
game.addChild(aiGun);
// Draw round win/loss dots
function updateRoundDots() {
// Remove old dots
a western revolver. In-Game asset. High contrast. No shadows
a firing western revolver In-Game asset. High contrast. No shadows
bullet. In-Game asset. High contrast. No shadows
empty bullet cap. In-Game asset. High contrast. No shadows
a western themed alert box that says DRAW! on it. In-Game asset. High contrast. No shadows
a western setting duel arena, place one cowboy at the top of the screen facing down and another cowboy at the bottom facing up. In-Game asset. 2d. High contrast. No shadows
western style alert box that says You Shot Too Early!. In-Game asset. 2d. High contrast. No shadows
western style alert box that says "AI Wins!". In-Game asset. 2d. High contrast. No shadows
western style alert box that says "You Win!". In-Game asset. 2d. High contrast. No shadows