User prompt
You win text should appear 200 pixels below the top of the screen with a 200 size
User prompt
If the player wins, the screen should stay green and a message should appear below the score that says you win.
User prompt
The game should end when the stopwatch reaches zero or the player wins by scoring 10 points.
User prompt
The stopwatch should start at 60 seconds and tick backwards to zero.
User prompt
Let's reverse the direction of the stopwatch. It should start from 60 seconds and go down to zero.
User prompt
If the player scores 10 points before the clock runs out, they win. If they don't, they lose.
User prompt
This new progress bar will refer to as the defuse bar.
User prompt
This new progress bar should use green progress, and it will have 10 segments. Each point equals a segment that it will fill in until it reaches.
User prompt
Let's create another progress bar that will sit above the image. This progress bar is going to track points, and it will be a green bar that moves from left to right.
User prompt
create a progress bar that counts down from the time we start to the time we end in a red bar that moves from right to left.
User prompt
Make the flash effect fade out faster.
User prompt
The player will score a point if they get it within 1 tenth of a second for any second leading up to 60 seconds.
User prompt
The player should score a point if they get it within 1 tenth of a second.
User prompt
The player will score a point if they get it within one hundredth of a second.
User prompt
Show the player's score at the top of the screen.
User prompt
The game won't end until 60 seconds is reached. The player scores one point every time they hit one second on the nose.
User prompt
The clock should start the moment the game begins and will continue running until it reaches 60 seconds. The player is tasked to try to time it at the 1 second mark up to 60 seconds.
User prompt
The stopwatch should start the second the game begins, and all the player can do is click to stop it. If they stop it at exactly one second, they get a firework effect. If they don't, they get a negative red light effect.
User prompt
The game should provide an image of a stopwatch with the timer on top of it.
User prompt
The timer should be running once I click go, and then I click again to stop it, and if I stop it at exactly one second, firework defects.
Initial prompt
Perfect Timing
===================================================================
--- original.js
+++ change.js
@@ -14,8 +14,16 @@
var startTime = null;
var elapsedTime = 0;
var timerTxt = null;
var gameStarted = false;
+// 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 text object to display the timer
timerTxt = new Text2('0.00', {
size: 150,
fill: "#ffffff"
@@ -48,5 +56,6 @@
if (gameStarted) {
elapsedTime = (Date.now() - startTime) / 1000;
timerTxt.setText(elapsedTime.toFixed(2));
}
-};
\ No newline at end of file
+};
+// Initialize stopwatch image asset
\ No newline at end of file
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.