User prompt
I'm not seeing the winning image appear. Do you know why?
User prompt
We should display the winning image at the center of the screen at two times its scale when the player wins the game.
User prompt
Let's create a new image called winning image.
Code edit (6 edits merged)
Please save this source code
User prompt
Let's lower the diffused text by 10 pixels.
Code edit (1 edits merged)
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User prompt
Let's decrease the font size by two for the fuses text.
User prompt
Let's make the diffuse progress bar twice as tall vertically.
User prompt
Let's add a black stroke around the fuses text.
User prompt
Let's add text at the bottom of the screen that is not a child of any other element. This should be instructions to play.
Code edit (1 edits merged)
Please save this source code
User prompt
Can you ensure that the diffused text at the top of the screen is not getting thrown off by any other elements? It should be independent of everything else.
User prompt
Yes, please do that, so it's word wrapped.
Code edit (1 edits merged)
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User prompt
Okay, let's remove the text alignment center from the instructions text
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'align')' in or related to this line: 'instructionsTxt.style.align = 'center'; // Center align the text' Line Number: 67
User prompt
Center the instructions text.
User prompt
Please enter the instructions text.
User prompt
Let's center the text we just entered.
/**** * Initialize Game ****/ // No assets are needed for this game // No classes are needed for this game var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Add instructions text at the bottom of the screen var instructionsTxt = new Text2('Diffuse the bomb by clicking perfect timing X 10.\nTarget is the .0 mark of each second.\nGetting a perfect .00 score immediately wins!', { size: 80, fill: "#ffffff" }); instructionsTxt.anchor.set(0.5, 1.0); instructionsTxt.x = 2048 / 2; instructionsTxt.y = 2732 - 20; // Position near the bottom of the screen game.addChild(instructionsTxt); // Initialize variables // Initialize sound assets var winTxt = null; var loseTxt = null; var startTime = null; var elapsedTime = 0; var timerTxt = null; var gameStarted = false; var progressBar = null; var progressBarWidth = 2048; // Full width of the screen var progressBarHeight = 50; // Height of the progress bar // Add dynamite image behind the stopwatch image var dynamiteImage = LK.getAsset('dynamite', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, scaleX: 450 / 215.57 * 2, scaleY: 450 / 215.57 * 2, // Increase size by three times alpha: 0.5 // Set opacity to 80% }); game.addChild(dynamiteImage); // Add stopwatch image to the game var stopwatchImage = LK.getAsset('stopwatchImage', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); game.addChild(stopwatchImage); // Create a progress bar progressBar = LK.getAsset('stopwatch', { anchorX: 1.0, anchorY: 0.0, x: 2048, // Start from the right edge y: 0, // Top of the screen width: progressBarWidth, height: progressBarHeight, color: 0xff0000 // Red color for timer progress }); game.addChild(progressBar); // Create a defuse bar for points var defuseBar = LK.getAsset('diffuseLine', { anchorX: 0.0, anchorY: 0.0, x: 0, // Start from the left edge y: 50, // Just below the top of the screen width: 0, // Start with zero width height: progressBarHeight * 2 // Double the height of the defuse bar }); game.addChild(defuseBar); // Create a text object to display the timer timerTxt = new Text2('0.00', { size: 150, fill: "#ffffff", // Change text color to white stroke: "#000000", // Add black stroke strokeThickness: 10, // Set stroke thickness to thick font: "Arial" // Set font to Arial }); timerTxt.anchor.set(0.5, 0.5); timerTxt.x = 2048 / 2; timerTxt.y = 2732 / 2 + 50; game.addChild(timerTxt); // Create a text object to display the score var scoreTxt = new Text2('Defused: 0 of 10', { size: 80, fill: "#ffffff", stroke: "#000000", // Add black stroke strokeThickness: 5 // Set stroke thickness }); scoreTxt.anchor.set(0.5, 0); scoreTxt.y += 10; // Lower the text by 10 pixels LK.gui.top.addChild(scoreTxt); startTime = Date.now(); gameStarted = true; // Check the elapsed time on mouse up game.down = function (x, y, obj) { if (gameStarted) { elapsedTime = 60 - (Date.now() - startTime) / 1000; timerTxt.setText(elapsedTime.toFixed(2)); if (Math.abs(elapsedTime - Math.round(elapsedTime)) <= 0.01) { LK.effects.flashScreen(0xffff00, 500); // Flash yellow for exact time LK.getSound('exact').play(); // Play the 'exact' sound LK.setScore(10); // Automatically defuse all 10 fuses scoreTxt.setText('Fuses: 10 out of 10'); // Update score display defuseBar.width = progressBarWidth; // Increment defuse bar to full width gameStarted = false; // Stop the game LK.getSound('win').play(); // Play the 'win' sound // Display 'You Win!' text if (!winTxt) { winTxt = new Text2('You Win!', { size: 200, fill: "#ffffff" }); winTxt.anchor.set(0.5, 0.0); winTxt.x = 2048 / 2; winTxt.y = 300; // Position near the top of the screen game.addChild(winTxt); // Add winning image to the game var winningImage = LK.getAsset('winningImage', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, scaleX: 2, scaleY: 2 }); game.addChild(winningImage); } // Display remaining time var remainingTimeTxt = new Text2('Remaining Time: ' + elapsedTime.toFixed(2) + 's', { size: 100, fill: "#ffffff" }); remainingTimeTxt.anchor.set(0.5, 0.0); remainingTimeTxt.x = 2048 / 2; remainingTimeTxt.y = 700; // Lower the position by 300 pixels game.addChild(remainingTimeTxt); LK.setTimeout(function () { LK.showGameOver(); // End game }, 2000); // Delay by 2000ms or 2 seconds } else if (Math.abs(elapsedTime - Math.round(elapsedTime)) <= 0.1) { LK.setScore(LK.getScore() + 1); // Increment score by 1 for each hit scoreTxt.setText('Fuses: ' + LK.getScore() + ' out of 10'); // Update score display if (LK.getScore() >= 10) { gameStarted = false; // Stop the game LK.setTimeout(function () { LK.showGameOver(); // End game }, 2000); // Delay by 2000ms or 2 seconds } LK.effects.flashScreen(0x00ff00, 500); // Flash green to simulate fireworks LK.getSound('hit').play(); // Play the 'hit' sound LK.setScore(LK.getScore() + 1); // Increment score by 1 for each hit scoreTxt.setText('Fuses: ' + LK.getScore() + ' out of 10'); // Update score display } else { startTime -= 5000; // Adjust startTime to deduct five seconds persistently timerTxt.setText(elapsedTime.toFixed(2)); // Update timer display LK.effects.flashScreen(0xff0000, 500); // Flash red for negative effect LK.getSound('miss').play(); // Play the 'miss' sound } } }; // Update the timer every game tick game.update = function () { if (gameStarted) { elapsedTime = 60 - (Date.now() - startTime) / 1000; timerTxt.setText(elapsedTime.toFixed(2)); // Update progress bar width progressBar.width = progressBarWidth * (1 - elapsedTime / 60); // Update defuse bar width with 10 segments defuseBar.width = progressBarWidth * (LK.getScore() / 10); if (LK.getScore() >= 10) { // game.setBackgroundColor(0x00ff00); // Removed green background effect if (!winTxt) { // Hide dynamite and stopwatch images and text dynamiteImage.visible = false; stopwatchImage.visible = false; timerTxt.visible = false; LK.getSound('win').play(); // Play the 'win' sound winTxt = new Text2('You Win!', { size: 200, fill: "#ffffff" }); winTxt.anchor.set(0.5, 0.0); winTxt.x = 2048 / 2; winTxt.y = 300; // Position near the top of the screen game.addChild(winTxt); // Display remaining time var remainingTimeTxt = new Text2('Remaining Time: ' + elapsedTime.toFixed(2) + 's', { size: 100, fill: "#ffffff" }); remainingTimeTxt.anchor.set(0.5, 0.0); remainingTimeTxt.x = 2048 / 2; remainingTimeTxt.y = 700; // Lower the position by 300 pixels game.addChild(remainingTimeTxt); // Add winning image to the game var winningImage = LK.getAsset('winningImage', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, scaleX: 2, scaleY: 2 }); game.addChild(winningImage); } LK.setTimeout(function () { LK.showGameOver(); // End game }, 2000); // Delay by 2000ms or 2 seconds gameStarted = false; } else if (elapsedTime <= 0) { if (!loseTxt) { // Hide dynamite and stopwatch images and text dynamiteImage.visible = false; stopwatchImage.visible = false; timerTxt.visible = false; // Display explosion image in the center of the screen var explosionImage = LK.getAsset('explosion', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, scaleX: 5, scaleY: 5 }); game.addChild(explosionImage); // Display remaining time var remainingTimeTxt = new Text2('Remaining Time: 0.00', { size: 100, fill: "#ffffff" }); remainingTimeTxt.anchor.set(0.5, 0.0); remainingTimeTxt.x = 2048 / 2; remainingTimeTxt.y = 700; // Lower the position by 300 pixels game.addChild(remainingTimeTxt); LK.getSound('lose').play(); // Play the 'lose' sound loseTxt = new Text2('BOOM!', { size: 200, fill: "#ffffff" }); loseTxt.anchor.set(0.5, 0.0); loseTxt.x = 2048 / 2; loseTxt.y = 300; // Position near the top of the screen game.addChild(loseTxt); } LK.setTimeout(function () { LK.showGameOver(); // End game }, 2000); // Delay by 2000ms or 2 seconds gameStarted = false; } } }; // Initialize stopwatch image asset
===================================================================
--- original.js
+++ change.js
@@ -204,8 +204,18 @@
remainingTimeTxt.anchor.set(0.5, 0.0);
remainingTimeTxt.x = 2048 / 2;
remainingTimeTxt.y = 700; // Lower the position by 300 pixels
game.addChild(remainingTimeTxt);
+ // Add winning image to the game
+ var winningImage = LK.getAsset('winningImage', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 2048 / 2,
+ y: 2732 / 2,
+ scaleX: 2,
+ scaleY: 2
+ });
+ game.addChild(winningImage);
}
LK.setTimeout(function () {
LK.showGameOver(); // End game
}, 2000); // Delay by 2000ms or 2 seconds
cartoon dynamite. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
explosion. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
8-bit crowd of police and others cheer. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.