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if jumpstart then stop turning lights on or off
Code edit (5 edits merged)
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instruction text should increase and decrease its size very slightly
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play lights every time a light is turn on
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add a small shake effect to reaction time when it is updated
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hide instructions text after first tap
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add text below the lights that reads: Tap when you'r ready to race. Tap again when the lights go out.
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center asset should be in the back of other assets
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add an asset that is horizontaly in the center of the lights
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Please fix the bug: 'Uncaught ReferenceError: lightsOff is not defined' in or related to this line: 'if (!gameStarted) {' Line Number: 73
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if lightoff is false and player touches screen for the second time, show jumpstart
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add a flag that is set to true when lights turn off
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show jump start if any light is still on and player touches for the second time
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only show jump start if light indicators were still on when touched for the second time the screen
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remve stroke for text
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change font color to black
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make backround color white
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remove background asset
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if player touches screen for the second time, before lights are off, replace reaction time by text that reads: JUMP START!
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add border to text for reaction time
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add dim to background
/**** * 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: 0xFFFFFF // Init game with a white 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(0x9f9d9d); // Set light to offlight color }); lightIndicators2.forEach(function (lightIndicator) { lightIndicator.setColor(0x9f9d9d); // Set light to offlight color }); startTime = Date.now(); // Record the time when the light turns off } // Function to handle screen tap var touchCount = 0; function handleTap(x, y, obj) { touchCount++; if (!gameStarted) { startGame(); } else if (touchCount == 2) { reactionTimeText.setText('JUMP START!'); gameStarted = false; } else { var reactionTime = Date.now() - startTime; reactionTimeText.setText((reactionTime / 1000).toFixed(3).padStart(6, '0')); gameStarted = false; } if (touchCount == 2) { LK.setTimeout(function () { LK.showGameOver(); }, 2000); } } // Initialize light indicators var lightIndicators = []; var lightIndicators2 = []; var staticLightIndicators1 = []; var staticLightIndicators2 = []; for (var i = 0; i < 5; i++) { var lightBackground = game.addChild(LK.getAsset('lightbackground', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 + (i - 2) * 200, y: 2732 / 2 - 70 })); 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(0x9f9d9d); // 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 + 150; // Position the second line of lights 200px below the first line lightIndicator2.setColor(0x9f9d9d); // 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 - 150; // Position the first line of static lights 200px above the first line staticLight1.setColor(0x9f9d9d); // 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 - 300; // Position the second line of static lights 400px above the first line staticLight2.setColor(0x9f9d9d); // Set initial light color to white staticLightIndicators2.push(staticLight2); } // Initialize reaction time text reactionTimeText = new Text2('00.000', { size: 200, fill: "#ffffff", stroke: '#000000', strokeThickness: 5 }); reactionTimeText.anchor.set(0.5, 1); reactionTimeText.y -= 250; // Move reaction time 400 pixels up LK.gui.bottom.addChild(reactionTimeText); // Add 'f1' asset to the top of the screen var f1Asset = game.addChild(LK.getAsset('f1', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 400 })); // Set up event listeners game.down = handleTap; game.update = function () { // No need for continuous updates in this simple game };
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--- original.js
+++ change.js
@@ -18,9 +18,9 @@
/****
* Initialize Game
****/
var game = new LK.Game({
- backgroundColor: 0x808080 // Init game with a darker shade of gray
+ backgroundColor: 0xFFFFFF // Init game with a white background
});
/****
* Game Code