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make background of game a little darker
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make game background lighter
Code edit (4 edits merged)
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Add a background asset behind every column of lights
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Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'y')' in or related to this line: 'staticLight1.y = 2732 / 2 - 100; // Position the first line of static lights 100px above the first line' Line Number: 90
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Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'y')' in or related to this line: 'staticLight1.y = 2732 / 2 - 100; // Position the first line of static lights 100px above the first line' Line Number: 90
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reduce vertical space between lights
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offlight color should be #9f9d9d
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add two rows of lights on top of the current ones, but those will not turn on or off. They will be there static all the time
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Add a second line of lights below the current one. The light should turn on at the same time as the light on top of it.
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Please fix the bug: 'Timeout.tick error: countdownText is not defined' in or related to this line: 'countdownText.setText('Countdown: ' + countdown);' Line Number: 46
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Please fix the bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'setColor')' in or related to this line: 'lightIndicators[10 - countdown].setColor(0xFF0000); // Set bottom light to red' Line Number: 48
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light on top row should turn on every second and lights on second row should also turn on every second, syncing top and bottom
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always turn on the light below the one on top
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lights should be turn on in pairs. top and bottom one together
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make two rows of lights instead of one. both will have the same behaviour
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add an asset called lightbackground. each light will have one in the back
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Please fix the bug: 'Timeout.tick error: countdownText is not defined' in or related to this line: 'countdownText.setText('Countdown: ' + countdown);' Line Number: 45
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remove countdown text
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after game starts turn light on one by one per second, synchronized with countdown
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have 5 lights instead of 1
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move reaction time to theh bottom of the screen
/**** * Classes ****/ // No need to manually define assets, LK will handle this automatically. // Define a simple class for the light indicator var LightIndicator = Container.expand(function () { var self = Container.call(this); var light = self.attachAsset('light', { anchorX: 0.5, anchorY: 0.5 }); self.setColor = function (color) { light.tint = color; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ // Initialize variables var lightIndicator; var startTime; var reactionTimeText; var gameStarted = false; var countdown = 5; // Function to start the game function startGame() { gameStarted = true; startTime = Date.now(); var countdownInterval = LK.setInterval(function () { countdown--; if (countdown >= 0) { lightIndicators[5 - countdown - 1].setColor(0xFF0000); // Set light to red lightIndicators2[5 - countdown - 1].setColor(0xFF0000); // Set light to red } if (countdown === 0) { LK.clearInterval(countdownInterval); LK.setTimeout(turnOffLight, Math.random() * 3000 + 2000); // Turn off light after a random time between 2-5 seconds } }, 1000); } // Function to turn off the light function turnOffLight() { lightIndicators.forEach(function (lightIndicator) { lightIndicator.setColor(0x000000); // Set light to black }); lightIndicators2.forEach(function (lightIndicator) { lightIndicator.setColor(0x000000); // Set light to black }); startTime = Date.now(); // Record the time when the light turns off } // Function to handle screen tap function handleTap(x, y, obj) { if (!gameStarted) { startGame(); } else { var reactionTime = Date.now() - startTime; reactionTimeText.setText("Reaction Time: " + reactionTime + " ms"); gameStarted = false; } } // Initialize light indicators var lightIndicators = []; var lightIndicators2 = []; var staticLightIndicators1 = []; var staticLightIndicators2 = []; for (var i = 0; i < 5; i++) { var lightIndicator = game.addChild(new LightIndicator()); lightIndicator.x = 2048 / 2 + (i - 2) * 200; // Position lights horizontally with some spacing lightIndicator.y = 2732 / 2; lightIndicator.setColor(0xFFFFFF); // Set initial light color to white lightIndicators.push(lightIndicator); var lightIndicator2 = game.addChild(new LightIndicator()); lightIndicator2.x = 2048 / 2 + (i - 2) * 200; // Position lights horizontally with some spacing lightIndicator2.y = 2732 / 2 + 200; // Position the second line of lights 200px below the first line lightIndicator2.setColor(0xFFFFFF); // Set initial light color to white lightIndicators2.push(lightIndicator2); // Add static lights var staticLight1 = game.addChild(new LightIndicator()); staticLight1.x = 2048 / 2 + (i - 2) * 200; // Position lights horizontally with some spacing staticLight1.y = 2732 / 2 - 200; // Position the first line of static lights 200px above the first line staticLight1.setColor(0xFFFFFF); // Set initial light color to white staticLightIndicators1.push(staticLight1); var staticLight2 = game.addChild(new LightIndicator()); staticLight2.x = 2048 / 2 + (i - 2) * 200; // Position lights horizontally with some spacing staticLight2.y = 2732 / 2 - 400; // Position the second line of static lights 400px above the first line staticLight2.setColor(0xFFFFFF); // Set initial light color to white staticLightIndicators2.push(staticLight2); } // Initialize reaction time text reactionTimeText = new Text2('Reaction Time: 0 ms', { size: 100, fill: "#ffffff" }); reactionTimeText.anchor.set(0.5, 1); LK.gui.bottom.addChild(reactionTimeText); // Set up event listeners game.down = handleTap; game.update = function () { // No need for continuous updates in this simple game };
===================================================================
--- original.js
+++ change.js
@@ -69,8 +69,10 @@
}
// Initialize light indicators
var lightIndicators = [];
var lightIndicators2 = [];
+var staticLightIndicators1 = [];
+var staticLightIndicators2 = [];
for (var i = 0; i < 5; i++) {
var lightIndicator = game.addChild(new LightIndicator());
lightIndicator.x = 2048 / 2 + (i - 2) * 200; // Position lights horizontally with some spacing
lightIndicator.y = 2732 / 2;
@@ -80,8 +82,19 @@
lightIndicator2.x = 2048 / 2 + (i - 2) * 200; // Position lights horizontally with some spacing
lightIndicator2.y = 2732 / 2 + 200; // Position the second line of lights 200px below the first line
lightIndicator2.setColor(0xFFFFFF); // Set initial light color to white
lightIndicators2.push(lightIndicator2);
+ // Add static lights
+ var staticLight1 = game.addChild(new LightIndicator());
+ staticLight1.x = 2048 / 2 + (i - 2) * 200; // Position lights horizontally with some spacing
+ staticLight1.y = 2732 / 2 - 200; // Position the first line of static lights 200px above the first line
+ staticLight1.setColor(0xFFFFFF); // Set initial light color to white
+ staticLightIndicators1.push(staticLight1);
+ var staticLight2 = game.addChild(new LightIndicator());
+ staticLight2.x = 2048 / 2 + (i - 2) * 200; // Position lights horizontally with some spacing
+ staticLight2.y = 2732 / 2 - 400; // Position the second line of static lights 400px above the first line
+ staticLight2.setColor(0xFFFFFF); // Set initial light color to white
+ staticLightIndicators2.push(staticLight2);
}
// Initialize reaction time text
reactionTimeText = new Text2('Reaction Time: 0 ms', {
size: 100,