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center background image in the center of the ranking table and also make it be in front of everything except the text of the table
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add a backgroudn image behind the records table
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move records 300 pixels higher
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Flag asset should be alivned with each name and located between the rank and thr name in the yable
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Remove flag text. Only show asset
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Move record 200 pixels up
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'var flagAsset = LK.getAsset(scoreRecords[i].flag, {' Line Number: 187
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Add a new column in the table next to the name, it will have an asset to be displayed. Each one will have a different asset. Asset will be flags
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Use a table instead of a list for the records
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Add also a flag which will be an asset next to each bame on the list
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Add a random name to every record. Use YOU for the players record
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Add ,4 more records to the list
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Add 5 fake records in the list
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Create a list of score records that will be displayed before game over and where the score of the llayer will be added on the list in the correct placement depending on his ttime
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Create a table with 3 columns, name, flag (asset) and time.
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reaction time should use lk.setscore
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play speed sound when reaction time is updated
Code edit (1 edits merged)
Please save this source code
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add a small effect to reaction time when updated
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if jumpstart happens then do not turn lights off of play start sound
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play jumpstart when jumpstart happens
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play start when lights go off
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set jumpstart to true when jumpstart
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Please fix the bug: 'Timeout.tick error: jumpstart is not defined' in or related to this line: 'if (countdown >= 0 && !jumpstart) {' Line Number: 51
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if jumpstart then stop turning lights on or off
/**** * 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; var jumpstart = false; var scoreRecords = [150, 200, 250, 300, 350, 400, 450, 500, 550]; // Function to start the game function startGame() { gameStarted = true; startTime = Date.now(); var countdownInterval = LK.setInterval(function () { countdown--; if (countdown >= 0 && !jumpstart) { lightIndicators[5 - countdown - 1].setColor(0xFF0000); // Set light to red lightIndicators2[5 - countdown - 1].setColor(0xFF0000); // Set light to red LK.getSound('lights').play(); // Play sound when light is turned on } if (countdown === 0 && !jumpstart) { LK.clearInterval(countdownInterval); if (!jumpstart) { 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 if (!jumpstart) { LK.getSound('start').play(); // Play sound when lights go off } } // Function to handle screen tap var touchCount = 0; function handleTap(x, y, obj) { touchCount++; if (!gameStarted) { startGame(); instructionText.visible = false; // Hide instructions text after first tap } else if (touchCount == 2 && !lightsOff) { reactionTimeText.setText('JUMP START!'); gameStarted = false; jumpstart = true; LK.getSound('jumpstart').play(); // Play 'jumpstart' sound when jumpstart happens } else { var reactionTime = Date.now() - startTime; LK.setScore(reactionTime); reactionTimeText.setText((LK.getScore() / 1000).toFixed(3).padStart(6, '0')); reactionTimeText.scale.x = 1.1; reactionTimeText.scale.y = 1.1; LK.setTimeout(function () { reactionTimeText.scale.x = 1; reactionTimeText.scale.y = 1; }, 100); LK.getSound('speed').play(); // Play 'speed' sound when reaction time is updated gameStarted = false; } if (touchCount == 2) { // Add the current score to the score records scoreRecords.push(LK.getScore()); scoreRecords.sort(function (a, b) { return a - b; }); // Sort scores in ascending order // Display the score records var scoreText = "Score Records:\n"; for (var i = 0; i < scoreRecords.length; i++) { scoreText += i + 1 + ". " + (scoreRecords[i] / 1000).toFixed(3) + "s\n"; } var scoreRecordsText = new Text2(scoreText, { size: 60, fill: "#000000" }); scoreRecordsText.anchor.set(0.5, 0); scoreRecordsText.x = 2048 / 2; scoreRecordsText.y = 2732 / 2 + 100; game.addChild(scoreRecordsText); LK.setTimeout(function () { LK.showGameOver(); }, 5000); // Show game over after 5 seconds to allow time to read the scores } } // 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 instruction text below the lights var instructionText = new Text2("Tap when you're ready to race. Tap again when the lights go out.", { size: 60, fill: "#000000" }); instructionText.anchor.set(0.5, 0); instructionText.x = 2048 / 2; instructionText.y = 2732 / 2 + 450; game.addChild(instructionText); // 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.addChildAt(LK.getAsset('centerAsset', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 - 60 }), 0); // Set up event listeners game.down = handleTap; game.update = function () { // Add a slight increase and decrease in size to the instruction text instructionText.scale.x = 1 + 0.02 * Math.sin(LK.ticks / 20); instructionText.scale.y = 1 + 0.02 * Math.sin(LK.ticks / 20); };
===================================================================
--- original.js
+++ change.js
@@ -32,9 +32,9 @@
var gameStarted = false;
var countdown = 5;
var lightsOff = false;
var jumpstart = false;
-var scoreRecords = [150, 200, 250, 300, 350];
+var scoreRecords = [150, 200, 250, 300, 350, 400, 450, 500, 550];
// Function to start the game
function startGame() {
gameStarted = true;
startTime = Date.now();