User prompt
Add rainbow flashlights around the button
User prompt
Add animated RGB flashlights around the button
User prompt
Add RGB Flaslights next to the button
User prompt
Ensure the click event is works only on the button asset
User prompt
Move the text down by 123 units
User prompt
move the button down by 333 units
User prompt
Add button asset to the downer half of the map
User prompt
Increase the dot art by a little
User prompt
Move down the dot art by 123 units
User prompt
Decrease the only the text by a little! I said only the text!
User prompt
Decrease the text by quarter.
User prompt
Increase the dot art by quarter
User prompt
Increase the dot art by quartet
User prompt
Move down the text by 333 units
User prompt
Change the text and the art place
User prompt
Please fix the bug: 'Uncaught ReferenceError: mirrorAsciiArt is not defined' in or related to this line: 'dancingManFrames = dancingManFrames.map(mirrorAsciiArt);' Line Number: 71
User prompt
Mirror the dot art if player clicks
User prompt
Then add click event to the game
User prompt
Mirror the dot image in horizontal in every seconds
User prompt
I said mirror it in every seconds
User prompt
Mirror the dot art in every seconds
User prompt
I don't car just do it
User prompt
Move the dot art's arm to animate dancing
User prompt
Mirror the ASCII art of dots horizontaly in every seconds
User prompt
Animate rick Ascii dot art to make dancing
/****
* Classes
****/
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
// Class for displaying ASCII art frames
var AsciiFrame = Container.expand(function () {
var self = Container.call(this);
var text = new Text2('', {
size: 120,
// Increased by a quarter
fill: 0xFFFFFF,
font: "monospace"
});
text.anchor.set(0.5, 0.5);
self.addChild(text);
self.setText = function (asciiArt) {
text.setText(asciiArt);
};
return self;
});
// Class for displaying ASCII art frames of a dancing man
var DancingMan = Container.expand(function () {
var self = Container.call(this);
var text = new Text2('', {
size: 45,
// Increased by a little
fill: 0xFFFFFF,
font: "monospace"
});
text.anchor.set(0.5, 0.5);
self.addChild(text);
self.setText = function (asciiArt) {
text.setText(asciiArt);
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize a button asset
var button = LK.getAsset('button', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 * 0.75 + 333 // Move the button down by 333 units
});
// Add the button to the game
game.addChild(button);
// Create rainbow flashlights effect around the button
var colors = [0xFF0000, 0xFF7F00, 0xFFFF00, 0x00FF00, 0x0000FF, 0x4B0082, 0x8B00FF];
var currentColorIndex = 0;
var flashlightInterval = LK.setInterval(function () {
LK.effects.flashObject(button, colors[currentColorIndex], 500);
currentColorIndex = (currentColorIndex + 1) % colors.length;
}, 500);
// Clean up interval on game over
game.on('gameOver', function () {
LK.clearInterval(flashlightInterval);
});
var asciiFrames = ["Never gonna give you up\nNever gonna let you down", "Never gonna run around\nAnd desert you", "Never gonna make you cry\nNever gonna say goodbye", "Never gonna tell a lie\nAnd hurt you"];
var currentFrameIndex = 0;
var asciiDisplay = new AsciiFrame();
asciiDisplay.x = 2048 / 2;
asciiDisplay.y = 2732 / 2 + 333 + 123;
game.addChild(asciiDisplay);
function updateAsciiFrame() {
asciiDisplay.setText(asciiFrames[currentFrameIndex]);
currentFrameIndex = (currentFrameIndex + 1) % asciiFrames.length;
}
// Update ASCII frame every 1 second
var frameInterval = LK.setInterval(updateAsciiFrame, 1000);
// Clean up interval on game over
game.on('gameOver', function () {
LK.clearInterval(frameInterval);
});
// Start the animation
updateAsciiFrame();
// Add click event to change ASCII art frame on click
button.down = function (x, y, obj) {
currentFrameIndex = (currentFrameIndex + 1) % asciiFrames.length;
updateAsciiFrame();
// Function to mirror ASCII art horizontally
function mirrorAsciiArt(asciiArt) {
return asciiArt.split('\n').map(function (line) {
return line.split('').reverse().join('');
}).join('\n');
}
// Mirror the dancing man ASCII art on click
dancingManFrames = dancingManFrames.map(mirrorAsciiArt);
updateDancingManFrame();
};
// ASCII frames of a dancing man
var dancingManFrames = ["⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣀⠀⣘⣩⣅⣤⣤⣄⣠⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀\n⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠄⢈⣻⣿⣿⢷⣾⣭⣯⣯⡳⣤⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀\n⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣧⠻⠿⡻⢿⠿⡾⣽⣿⣳⣧⡷⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀\n⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠈⢰⡶⢈⠐⡀⠀⠀⠁⠀⠀⠀⠈⢿⡽⠁⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀\n⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢫⢅⢠⣥⣐⡀⠀⠀⠀⠀⠀⠀⢸⢳⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀\n⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠠⠆⠡⠱⠒⠖⣙⠂⠈⠵⣖⡂⠄⢸⠉⠁⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀\n⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢻⠆⠀⠰⡈⢆⣑⠂⠀⠀⠀⠀⠀⠏⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀\n⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢗⠀⠱⡈⢆⠙⠉⠃⠀⠀⠀⠀⠃⠁⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀\n⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠦⡡⢘⠩⠯⠒⠀⠀⠀⢀⠐⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀\n⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⡄⢔⡢⢡⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀\n⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠁⢆⠸⡁⠋⠃⠁⠀⢀⢠⣄⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀\n⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢰⡰⠌⣒⠡⠄⠀⢀⠔⠁⣸⣿⣷⣤⣀⡄⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀\n⠀⠀⠀⠀⠀⠀⠀⣐⣤⡄⠀⠀⠘⢚⣒⢂⠇⣜⠒⠉⠀⢀⣿⣿⣿⣿⣿⣿⣿⣷⣶⣶⣦⣔⣀⢄⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀\n⠀⡀⢀⢠⣤⣶⣿⣿⣿⡆⠀⠀⠐⡂⠌⠐⠝⠀⠀⠀⢀⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣷⣤⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀\n⢨⣶⣿⣿⣿⣿⣿⣿⣿⣿⣤⡶⢐⡑⣊⠀⡴⢤⣀⣀⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣷⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀\n⢸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡏⠀⠷⡈⠀⠶⢶⣰⣸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣆⠀⠀⠀⠀⠀⠀⠀⠀⠀\n⢾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣯⣉⠑⠚⣙⡒⠒⠲⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡁⠀⠀⠀⠀⠀⠀⠀⠀\n⣸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡷⠶⠀⠀⠤⣬⣍⣹⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣄⠀⠀⠀⠀⠀⠀⠀⠀\n⣸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣛⣙⠀⢠⠲⠖⠶⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡄⠀⠀⠀⠀⠀⠀⠀\n⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣯⣭⣰⢘⣙⣛⣲⣿⣿⣿⣿⡿⡻⠿⠿⠿⠿⢿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣷⣦⡀⠀⠀⠀⠀\n⢿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣷⠶⢾⡠⢤⣭⣽⣿⣿⣿⣿⡟⣱⠦⠄⠤⠐⡄⠹⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣶⣤⡀⠀\n⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡛⣻⡕⠶⠶⣿⣿⣿⣿⣿⣿⣗⣎⠒⣀⠃⡐⢀⠙⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣷⠀\n⢻⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣭⣹⣏⣛⣛⣿⣿⣿⣿⣿⣿⣿⣞⣍⣉⢉⠰⠀⠠⢹⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠅\n⣽⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠶⢼⡧⢤⣽⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣯⣣⣡⣛⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣅\n⡿⣷⣽⡿⠛⠋⠉⣉⡐⠶⣾⣾⣟⣻⡕⠶⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣹⣫⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠗\n⢸⣿⣟⣥⡶⢘⡻⢶⡹⣛⣼⣿⣯⣽⢯⣙⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠿⠿⣿⣿⣿⣿⣿⣿⡿⠿⠟⠁⠀\n⠘⢟⣾⣿⣿⣚⠷⣳⢳⣫⣽⣿⣛⣾⡷⢾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣆⠀⠀⠁⠀⠈⠀⠀⠀⠀⠀⠀⠀\n⠀⠀⠙⢋⣿⣿⣯⣙⣯⣵⣿⣿⣯⣽⣟⣻⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡯⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀\n⠀⠀⠀⠀⠉⠛⢻⠟⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀\n⠀⠀⠀⠀⠀⠀⠀⢸⣿⣿⣿⣟⡟⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡄⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀\n⠀⠀⠀⠀⠀⠀⣡⣿⣿⣿⣿⡗⣮⢻⣽⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣷⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀"];
var currentDancingManFrameIndex = 0;
var dancingManDisplay = new DancingMan();
dancingManDisplay.x = 2048 / 2;
dancingManDisplay.y = 2732 / 2 - 666 + 123;
game.addChild(dancingManDisplay);
function updateDancingManFrame() {
// Function to mirror ASCII art horizontally
function mirrorAsciiArt(asciiArt) {
return asciiArt.split('\n').map(function (line) {
return line.split('').reverse().join('');
}).join('\n');
}
dancingManDisplay.setText(mirrorAsciiArt(dancingManFrames[currentDancingManFrameIndex]));
currentDancingManFrameIndex = (currentDancingManFrameIndex + 1) % dancingManFrames.length;
}
// Update ASCII frame every 500 milliseconds
var dancingManFrameInterval = LK.setInterval(updateDancingManFrame, 500);
// Clean up interval on game over
game.on('gameOver', function () {
LK.clearInterval(dancingManFrameInterval);
});
// Start the animation
updateDancingManFrame(); ===================================================================
--- original.js
+++ change.js
@@ -54,25 +54,14 @@
y: 2732 * 0.75 + 333 // Move the button down by 333 units
});
// Add the button to the game
game.addChild(button);
-// Create RGB flashlight effect around the button
-var flashlightColors = [0xFF0000, 0x00FF00, 0x0000FF]; // Red, Green, Blue
-var flashlightIndex = 0;
-var flashlight = LK.getAsset('centerCircle', {
- anchorX: 0.5,
- anchorY: 0.5,
- x: button.x,
- y: button.y,
- scaleX: 1.5,
- scaleY: 1.5,
- color: flashlightColors[flashlightIndex]
-});
-game.addChild(flashlight);
-// Update flashlight color every 500 milliseconds
+// Create rainbow flashlights effect around the button
+var colors = [0xFF0000, 0xFF7F00, 0xFFFF00, 0x00FF00, 0x0000FF, 0x4B0082, 0x8B00FF];
+var currentColorIndex = 0;
var flashlightInterval = LK.setInterval(function () {
- flashlightIndex = (flashlightIndex + 1) % flashlightColors.length;
- flashlight.color = flashlightColors[flashlightIndex];
+ LK.effects.flashObject(button, colors[currentColorIndex], 500);
+ currentColorIndex = (currentColorIndex + 1) % colors.length;
}, 500);
// Clean up interval on game over
game.on('gameOver', function () {
LK.clearInterval(flashlightInterval);