User prompt
title screen should slowly fade out and not just dissapear ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
add text that says tap to start inside the white dot in the game title
User prompt
high score should dbe all in caps and with a more modern and simple font
User prompt
double the size of the white dot on the game title screen
User prompt
Great. now move the white dot from game title 400 pixels dodwn
User prompt
title dot is not dissapearing on game start, it should
User prompt
Please fix the bug: 'ReferenceError: titleDot is not defined' in or related to this line: 'if (titleDot && titleDot.parent) {' Line Number: 419
User prompt
white dot from main menu should dissapear when game starts
User prompt
move white dot in main menu a little down and make it even bigger
User prompt
add dot asset in the main menu below the game title and make it bigger
User prompt
high score in main menu should be in the bottom of the screen
User prompt
move high score to the bottom of the screen
User prompt
score is not being displayed after the first star is captured
User prompt
There is still one isolated obstacle displayed when the title scree is up. can you hide or delete it.
User prompt
Now the elelments are still hidien when the game starts.Andthe obstaclesactually neverdissapear
User prompt
When title screen is up, I do not want to see the ball or the starts, everything that is game related should be hidden or covered.
User prompt
When title screen is up, I do not want to see the ball or the starts, everything that is game related should be hidden or covered.
User prompt
When title screen is up, I do not want to see the ball or the starts, everything that is game related should be hidden or covered.
User prompt
Still seeing game elelemtns when the title screen is up, please hide them
User prompt
When title screen is up, I do not want to see the ball or the starts, everything that is game related should be hidden or covered.
User prompt
Please hide game elelements when game title is up, or just use a black image on top of them to hide them, what you think is best
User prompt
Make sure high score and tap to start are horizontally aligned in the center of the axis
User prompt
center high score and dtap to start
User prompt
Add a black bacgkround to the main menu that is on top of the game elements
User prompt
create a title screen with an asset for the game title, and track also the high score and display it. If not high score has been recorded yet, do not show it. ↪💡 Consider importing and using the following plugins: @upit/storage.v1
/**** * Plugins ****/ var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var CircularObstacle = Container.expand(function (starX, starY, radius, angleSpeed, initialAngle) { var self = Container.call(this); var obstacleGraphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); self.angle = initialAngle || 0; self.radius = radius; self.angleSpeed = angleSpeed * 0.75; self.starX = starX; self.starY = starY; self.updatePosition = function () { self.x = self.starX + Math.cos(self.angle) * self.radius; self.y = self.starY + Math.sin(self.angle) * self.radius; self.angle += self.angleSpeed * 0.35; obstacleGraphics.rotation += self.angleSpeed * 0.35; }; self.moveDown = function (distance, dotY) { var speedMultiplier = dotY < 1200 ? 3 : dotY < 1400 ? 2 : dotY < 2000 ? 1.3 : 1.2; self.starY += distance * speedMultiplier; }; self.updatePosition(); }); var Dot = Container.expand(function () { var self = Container.call(this); var dotGraphics = self.attachAsset('dot', { anchorX: 0.5, anchorY: 0.5 }); self.destroyed = false; self.velocityY = 0; self.gravity = 0.7; self.bounce = -15; self._update_migrated = function () { var previousY = self.y; self.velocityY += self.gravity; self.y += self.velocityY; if (!self.firstTouch && !self.intersects(hand)) { self.y = 2732 - self.height / 2 - 500; } else if (self.intersects(hand)) { self.bounceUp(); } else if (self.y > 2232 - self.height / 2 && self.firstTouch && !self.firstStarDestroyed) { self.velocityY = self.bounce; } else if (self.y > 2832 && !self.destroyed) { createDotParticleEffect(self.x, self.y); self.destroyed = true; self.destroy(); LK.getSound('death').play(); // Play death sound LK.setTimeout(function () { triggerGameOver(); }, 1000); } self.movedDistance = self.y - previousY; }; self.bounceUp = function () { if (!self.destroyed) { self.velocityY = self.bounce; self.firstTouch = true; if (!self.firstStarDestroyed) { self.firstStarDestroyed = true; } } }; }); var DotParticleEffect = Container.expand(function (x, y) { var self = Container.call(this); self.x = x; self.y = y; var particles = []; var angleIncrement = Math.PI * 2 / 20; var speed = 30; for (var i = 0; i < 20; i++) { var particle = self.attachAsset('dot', { anchorX: 0.5, anchorY: 0.5 }); particle.scaleX = particle.scaleY = 0.5; particle.alpha = 1; var angle = i * angleIncrement; particle.vx = Math.cos(angle) * speed; particle.vy = Math.sin(angle) * speed; particles.push(particle); } self._update_migrated = function () { for (var i = particles.length - 1; i >= 0; i--) { particles[i].x += particles[i].vx; particles[i].y += particles[i].vy; particles[i].alpha -= 0.0167; if (particles[i].alpha <= 0) { particles[i].destroy(); particles.splice(i, 1); } } if (particles.length === 0) { self.destroy(); } }; game.addChild(self); }); // Add Hand asset below the dot var Hand = Container.expand(function () { var self = Container.call(this); var handGraphics = self.attachAsset('hand', { anchorX: 0.5, anchorY: 0, alpha: 0.9 }); // Add 'TAP' text to the hand var tapText = new Text2('Tap', { size: 100, fill: '#000000', font: 'Arial', fontWeight: 'normal', anchorX: 0.5, anchorY: 0.5, dropShadow: true, dropShadowColor: '#888888', dropShadowBlur: 4, dropShadowAngle: Math.PI / 6, dropShadowDistance: 6 }); tapText.x = -tapText.width / 2; tapText.y = handGraphics.height / 2 - tapText.height / 2; self.addChild(tapText); self._update_migrated = function (distance) { if (distance) { self.y += distance; } }; }); var OrbitLine = Container.expand(function (starX, starY, radius) { var self = Container.call(this); self.starX = starX; self.starY = starY; self.radius = radius; var segments = 50; var angleIncrement = Math.PI * 2 / segments; for (var i = 0; i < segments; i++) { var angle = i * angleIncrement; var dot = self.attachAsset('smallObstacle', { x: starX + Math.cos(angle) * radius, y: starY + Math.sin(angle) * radius, anchorX: 0.5, anchorY: 0.5 }); if (i % 2 === 0) { dot.alpha = 0; } } self.moveDown = function (distance, dotY) { var speedMultiplier = dotY < 1200 ? 3 : dotY < 1400 ? 2 : dotY < 2000 ? 1.3 : dotY < 2300 ? 1.2 : 1; self.y += distance * speedMultiplier; }; }); var ParticleEffect = Container.expand(function (x, y) { var self = Container.call(this); self.x = x; self.y = y; var particles = []; for (var i = 0; i < 20; i++) { var particle = self.attachAsset('star', { anchorX: 0.5, anchorY: 0.5 }); particle.scaleX = particle.scaleY = Math.random() * 0.5 + 0.5; particle.alpha = 0.7; particle.vx = (Math.random() - 0.5) * 10; particle.vy = (Math.random() - 0.5) * 10; particles.push(particle); } self._update_migrated = function () { for (var i = particles.length - 1; i >= 0; i--) { particles[i].x += particles[i].vx; particles[i].y += particles[i].vy; particles[i].alpha -= 0.02; if (particles[i].alpha <= 0) { particles[i].destroy(); particles.splice(i, 1); } } if (particles.length === 0) { self.destroy(); } }; game.addChild(self); }); var ScorePopup = Container.expand(function (x, y) { var self = Container.call(this); self.x = x; self.y = y; var scoreText = new Text2('+1', { size: 100, fill: 0xFFFFFF, anchorX: 0.5, anchorY: 0.5 }); scoreText.x = -scoreText.width / 2; scoreText.y = -scoreText.height / 2; self.addChild(scoreText); self.alpha = 1; var duration = 120; self._update_migrated = function () { duration--; self.y -= 2; self.alpha -= 1 / 120; if (duration <= 0) { self.destroy(); } }; game.addChild(self); }); var Star = Container.expand(function () { var self = Container.call(this); var starGraphics = self.attachAsset('star', { anchorX: 0.5, anchorY: 0.5 }); self.scaleDirection = 1; self.scaleSpeed = 0.005; self.minScale = 1; self.maxScale = 1.2; self.moveDown = function (distance, dotY) { var speedMultiplier = dotY < 1200 ? 3 : dotY < 1400 ? 2 : dotY < 2000 ? 1.3 : 1.2; self.y += distance * speedMultiplier; if (self.y > 2732 - self.height / 2) { self.y = -self.height / 2; } }; self.updateScale = function () { if (self.scaleDirection === 1 && starGraphics.scale.x < self.maxScale) { starGraphics.scale.x += self.scaleSpeed; starGraphics.scale.y += self.scaleSpeed; } else if (self.scaleDirection === -1 && starGraphics.scale.x > self.minScale) { starGraphics.scale.x -= self.scaleSpeed; starGraphics.scale.y -= self.scaleSpeed; } if (starGraphics.scale.x >= self.maxScale || starGraphics.scale.x <= self.minScale) { self.scaleDirection *= -1; } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ LK.playMusic('Backgroundmusic'); var gameState = 'title'; // 'title', 'playing', 'gameOver' var gameTitleAsset; var highScoreTextDisplay; var tapToStartText; var blinkIntervalId = null; // For "Tap to Start" blinking // Game elements that will be initialized later or need visibility control var dot; var stars = []; var obstacles = []; var orbitLine; var hand; var handMoved = false; var scoreTxt; // Declare scoreTxt here so it's globally accessible for title/game states var menuBackground; // For managing the title screen background overlay // Function to setup the title screen function setupTitleScreen() { gameState = 'title'; LK.setScore(0); // Reset score for the title screen phase // Add a black background overlay that covers the entire game area menuBackground = LK.getAsset('smallObstacle', { anchorX: 0.5, anchorY: 0.5, width: 2048, height: 2732, tint: 0x000000, alpha: 1.0 }); menuBackground.width = 2048; menuBackground.height = 2732; menuBackground.x = 2048 / 2; menuBackground.y = 2732 / 2; game.addChild(menuBackground); gameTitleAsset = game.addChild(LK.getAsset('gameTitle', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 3.5 // Position title a bit up })); var currentHighScore = storage.highScore || 0; if (currentHighScore > 0) { highScoreTextDisplay = new Text2('High Score: ' + currentHighScore, { size: 100, fill: '#FFFFFF' // anchorX and anchorY will be set via .anchor.set() for precise centering }); highScoreTextDisplay.anchor.set(0.5, 0.5); // Center high score horizontally and place it below the title highScoreTextDisplay.x = 2048 / 2; highScoreTextDisplay.y = gameTitleAsset.y + gameTitleAsset.height / 2 + 120; game.addChild(highScoreTextDisplay); } // Center "Tap to Start" horizontally and place it below the high score or title tapToStartText = new Text2('Tap to Start', { size: 120, fill: '#FFFF00', alpha: 0 // Start invisible for blinking effect // anchorX and anchorY will be set via .anchor.set() for precise centering }); tapToStartText.anchor.set(0.5, 0.5); tapToStartText.x = 2048 / 2; var tapTextYPosition; if (highScoreTextDisplay && highScoreTextDisplay.parent) { tapTextYPosition = highScoreTextDisplay.y + highScoreTextDisplay.height / 2 + 150; } else if (gameTitleAsset && gameTitleAsset.parent) { tapTextYPosition = gameTitleAsset.y + gameTitleAsset.height / 2 + 150; } else { tapTextYPosition = 2732 / 2 + 100; // Fallback y position } tapToStartText.y = tapTextYPosition; game.addChild(tapToStartText); if (blinkIntervalId) LK.clearInterval(blinkIntervalId); var blinkCount = 0; blinkIntervalId = LK.setInterval(function () { if (gameState === 'title' && tapToStartText && tapToStartText.parent) { tapToStartText.alpha = blinkCount % 2 === 0 ? 1 : 0.5; blinkCount++; } else if (blinkIntervalId) { LK.clearInterval(blinkIntervalId); blinkIntervalId = null; } }, 500); if (scoreTxt && scoreTxt.parent) { scoreTxt.visible = false; } // Hide all game elements when title screen is up - ensure they're properly hidden if (dot) { dot.visible = false; } stars.forEach(function (s) { if (s) s.visible = false; }); obstacles.forEach(function (o) { if (o) o.visible = false; }); if (orbitLine) orbitLine.visible = false; if (hand) hand.visible = false; } // Function to initialize and start the actual game function startGamePlay() { if (gameState !== 'title') return; gameState = 'playing'; if (blinkIntervalId) { LK.clearInterval(blinkIntervalId); blinkIntervalId = null; } if (gameTitleAsset) gameTitleAsset.destroy(); if (highScoreTextDisplay) highScoreTextDisplay.destroy(); if (tapToStartText) tapToStartText.destroy(); if (menuBackground) { menuBackground.destroy(); menuBackground = null; } gameTitleAsset = null; highScoreTextDisplay = null; tapToStartText = null; if (!scoreTxt || !scoreTxt.parent) { if (scoreTxt) scoreTxt.destroy(); scoreTxt = new Text2('0', { size: 200, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 1); scoreTxt.x = 2048 / 2; // Position at the bottom center of the GUI LK.gui.bottom.addChild(scoreTxt); } scoreTxt.setText('0'); scoreTxt.visible = true; LK.setScore(0); initializeGameElements(); } // Function to wrap existing game element initializations function initializeGameElements() { // First make sure all elements are created but hidden if (dot) dot.visible = true; stars.forEach(function (s) { if (s) s.visible = true; }); obstacles.forEach(function (o) { if (o) o.visible = true; }); if (orbitLine) orbitLine.visible = true; if (hand) hand.visible = true; } // Initialize game elements before setting up the title screen. // This ensures they exist for the hiding logic in setupTitleScreen and are layered correctly. // Dot (needed for Hand positioning) dot = game.addChild(new Dot()); dot.x = 2048 / 2; dot.y = 2732 - dot.height / 2 - 200; // Stars // global 'stars' array is already initialized as [] in variable declarations star = game.addChild(new Star()); star.x = 2048 / 2; star.y = 2732 / 2 - 500; stars.push(star); // Hand // Global 'hand' is assigned within createHand. createHand function definition is hoisted. // Global 'handMoved' is initialized at declaration; ensure it's correctly 'false' for a new game start. createHand(); handMoved = false; // Explicitly set for game start logic // Obstacles and OrbitLine // global 'obstacles' array is already initialized as [] in variable declarations // orbitLine needs 'star' to be defined. orbitLine = game.addChild(new OrbitLine(star.x, star.y, 300)); obstacles.push(orbitLine); // Call to spawnInitialObstacles moved to earlier consolidated block spawnInitialObstacles(); setupTitleScreen(); // Show title screen on game load // Initialize the offscreen threshold for destroying obstacles var offscreenThreshold = 2732 + 1000; function createParticleEffect(x, y) { var effect = new ParticleEffect(x, y); LK.on('tick', function () { effect._update_migrated(); }); } function createDotParticleEffect(x, y) { var effect = new DotParticleEffect(x, y); LK.on('tick', function () { effect._update_migrated(); }); } function updateObstacles() { var obstacleCount = 5 + LK.getScore(); while (obstacles.length < obstacleCount) { var obstacle = game.addChild(new Obstacle()); obstacle.x = obstacle.direction === 1 ? -obstacle.width / 2 : 2048 + obstacle.width / 2; obstacle.y = Math.random() * (2732 - obstacle.height) + obstacle.height / 2; obstacles.push(obstacle); } } // scoreTxt is now declared globally as 'var scoreTxt;' // It is initialized and added to LK.gui.top within the 'startGamePlay' function. // This removes the original duplicate initialization and addition. game.on('down', function (x, y, obj) { if (gameState === 'title') { startGamePlay(); LK.getSound('bounce').play(); // Play a sound on game start } else if (gameState === 'playing' && dot && !dot.destroyed) { dot.bounceUp(); LK.getSound('bounce').play(); } }); // Star creation and stars array population moved to earlier consolidated block // OrbitLine creation and addition to obstacles moved to earlier consolidated block function spawnInitialObstacles() { var starX = 2048 / 2; var starY = 2732 / 2 - 500; var radius = 300; var angleSpeed = 0.05; for (var i = 0; i < 20; i++) { var obstacle = game.addChild(new CircularObstacle(starX, starY, radius, angleSpeed)); obstacles.push(obstacle); } } function triggerGameOver() { if (gameState === 'gameOver') return; // Already processing game over gameState = 'gameOver'; var currentScore = LK.getScore(); var highScore = storage.highScore || 0; if (currentScore > highScore) { storage.highScore = currentScore; } LK.showGameOver(); // This will reset the game instance } LK.on('tick', function () { if (gameState !== 'playing') { // Title screen animations (like blinking text) are handled by their own LK.setInterval. // No main game logic runs if not in 'playing' state. return; } // Ensure dot exists and is not destroyed before trying to update it. // Game over logic should handle the transition away from 'playing' state. if (!dot || dot.destroyed) { return; } dot._update_migrated(); for (var i = 0; i < obstacles.length; i++) { if (obstacles[i] instanceof CircularObstacle) { obstacles[i].updatePosition(); } else { if (typeof obstacles[i]._move_migrated === 'function') { obstacles[i]._move_migrated(); } } if (dot.y < 2300 && dot.movedDistance < 0) { obstacles[i].moveDown(-dot.movedDistance, dot.y); } if (dot.intersects(obstacles[i]) && !(obstacles[i] instanceof OrbitLine)) { if (!dot.destroyed) { createDotParticleEffect(dot.x, dot.y); dot.destroyed = true; LK.getSound('death').play(); // Play death sound } dot.destroy(); LK.setTimeout(function () { triggerGameOver(); }, 1000); } else if (obstacles[i].y > offscreenThreshold) { obstacles[i].destroy(); obstacles.splice(i, 1); } } for (var j = stars.length - 1; j >= 0; j--) { stars[j].updateScale(); if (dot.intersects(stars[j])) { LK.getSound('star').play(); // Play star sound LK.setScore(LK.getScore() + 1); scoreTxt.setText(LK.getScore().toString()); scoreTxt.alpha = 0; var originalY = scoreTxt.y; LK.on('tick', function updateScoreTextFadeIn() { if (!scoreTxt || !scoreTxt.parent) { // Defensive check for scoreTxt LK.off('tick', updateScoreTextFadeIn); return; } scoreTxt.alpha += 0.05; if (scoreTxt.alpha >= 1) { scoreTxt.alpha = 1; // Cap alpha at 1 scoreTxt.y = originalY; // Explicitly reset Y to its original position for this animation cycle LK.off('tick', updateScoreTextFadeIn); // Remove this animation listener } else { // Update Y position only while the animation is in progress scoreTxt.y = originalY - (1 - scoreTxt.alpha) * 50; } }); var oldStarY = stars[j].y; createParticleEffect(stars[j].x, stars[j].y); var scorePopup = new ScorePopup(stars[j].x, stars[j].y); LK.on('tick', function () { scorePopup._update_migrated(); }); stars[j].destroy(); stars.splice(j, 1); var newStar = game.addChild(new Star()); newStar.x = 2048 / 2; var additionalYOffset = LK.getScore() > 1 ? (LK.getScore() - 1) * 200 : 0; newStar.y = oldStarY - 2000 - additionalYOffset; stars.push(newStar); if (!handMoved && hand) { var handMoveDistance = 0; var handMoveInterval = LK.setInterval(function () { handMoveDistance += 1; hand._update_migrated(handMoveDistance); if (handMoveDistance >= 1000) { LK.clearInterval(handMoveInterval); } }, 10); handMoved = true; } // Increase the offscreen threshold for destroying obstacles offscreenThreshold += 300; // Add a cumulative number of CircularObstacles at random positions around the new star var cumulativeObstacles = 1 + LK.getScore(); for (var k = 0; k < cumulativeObstacles; k++) { var randomAngle = Math.random() * Math.PI * 2; // Random angle in radians var radiusOffset = k * 100; var circularObstacle = game.addChild(new CircularObstacle(newStar.x, newStar.y, 300 + radiusOffset, 0.05 * (k % 2 === 0 ? 1 : -1), randomAngle)); obstacles.push(circularObstacle); } // Add orbit line after creating all obstacles var orbitLine = game.addChild(new OrbitLine(newStar.x, newStar.y, 300 + radiusOffset)); obstacles.push(orbitLine); } else if (dot.y < 2300 && dot.movedDistance < 0) { stars[j].moveDown(-dot.movedDistance, dot.y); } } }); // Dot creation moved to earlier consolidated block // Redundant 'hand' and 'handMoved' declarations removed. // createHand() call and handMoved reset moved to earlier consolidated block. // createHand function definition remains and is hoisted. function createHand() { hand = game.addChild(new Hand()); hand.x = dot.x; hand.y = dot.y + dot.height / 2; }
===================================================================
--- original.js
+++ change.js
@@ -379,11 +379,12 @@
scoreTxt = new Text2('0', {
size: 200,
fill: 0xFFFFFF
});
- scoreTxt.anchor.set(0.5, 0);
+ scoreTxt.anchor.set(0.5, 1);
scoreTxt.x = 2048 / 2;
- LK.gui.top.addChild(scoreTxt);
+ // Position at the bottom center of the GUI
+ LK.gui.bottom.addChild(scoreTxt);
}
scoreTxt.setText('0');
scoreTxt.visible = true;
LK.setScore(0);