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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
Code edit (1 edits merged)
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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.
Code edit (2 edits merged)
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center asset should be in the back of other assets
Code edit (1 edits merged)
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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
Code edit (4 edits merged)
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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;
var lightsOff = false;
// 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
	lightsOff = true; // Set the flag to true when lights turn off
}
// Function to handle screen tap
var touchCount = 0;
function handleTap(x, y, obj) {
	touchCount++;
	if (!gameStarted) {
		startGame();
	} else if (touchCount == 2 && !lightsOff) {
		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: "#000000"
});
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
}));
// Add 'centerAsset' to the center of the lights
var centerAsset = game.addChild(LK.getAsset('centerAsset', {
	anchorX: 0.5,
	anchorY: 0.5,
	x: 2048 / 2,
	y: 2732 / 2 - 100
}));
// Set up event listeners
game.down = handleTap;
game.update = function () {
	// No need for continuous updates in this simple game
}; ===================================================================
--- original.js
+++ change.js
@@ -132,9 +132,9 @@
 var centerAsset = game.addChild(LK.getAsset('centerAsset', {
 	anchorX: 0.5,
 	anchorY: 0.5,
 	x: 2048 / 2,
-	y: 2732 / 2
+	y: 2732 / 2 - 100
 }));
 // Set up event listeners
 game.down = handleTap;
 game.update = function () {