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repair this bug
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do
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still not disappeaer the startbutton. remove the duplicated startbutton from the map
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STILL NOT DISAPPEAR THE STARTBUTTON Ensure startButton disappears after being clicked
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ensure stoneBlue can take back up the redline while the player not click on the startbutton
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why not working the selected stone moving?
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The stone is not moving so repair this bug
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match has started, the piece selected by the player can be moved freely in the area below the red line
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if the startbutton disappears, the match starts
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when the startbutton is clicked you from then on, you cannot put the stone back towards the red line, even if the player clicks on it
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Move 'PLAYER START' text left by 20 units
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move the text left by 10 units
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Move 'PLAYER START' text up by 25 units
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Move 'PLAYER START' text up by 24 units
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Move 'PLAYER START' text up by 10 units
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move the text up by 100 units
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Decrease the size of the text to half
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CHANGE THE TEXT COLOR TO BLACK
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Add 'PLAYER START' text to the top center of the map IF PLAYER CLICKED ON THE STARTBUTTON
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WRITE TO THE TOP CENTER OF THE MAP THAT TEXT: PLAYER START
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WHEN CLICKED ON THE STARTBUTTON, THE MACHINE ALSO SELECTS A STONE OF SOME COLOR, BUT IT CANNOT SELECT THE SAME COLOR STONE AS THE PLAYER SELECTED.
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MOVE THE LIGHTBLUE STONE ON THE LEFTLANE WHEN THE GAME ISSTARTED
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Please fix the bug: 'ReferenceError: stoneLightBlue is not defined' in or related to this line: 'var availableStones = [stone, stoneRed, stoneYellow, stoneGreen, stoneOrange, stonePink, stonePurple, stoneNeon, stoneLightBlue];' Line Number: 632
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Please fix the bug: 'ReferenceError: stoneLightBlue is not defined' in or related to this line: 'var availableStones = [stone, stoneRed, stoneYellow, stoneGreen, stoneOrange, stonePink, stonePurple, stoneNeon, stoneLightBlue];' Line Number: 633
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Please fix the bug: 'ReferenceError: stoneLightBlue is not defined' in or related to this line: 'var availableStones = [stone, stoneRed, stoneYellow, stoneGreen, stoneOrange, stonePink, stonePurple, stoneNeon, stoneLightBlue];' Line Number: 632
/**** * Classes ****/ // The assets will be automatically created and loaded by the LK engine // Create a class for the curling stone var CurlingStone = Container.expand(function () { var self = Container.call(this); var stoneGraphics = self.attachAsset('stoneBlue', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 0; self.direction = 0; self.update = function () { self.x += Math.cos(self.direction) * self.speed; self.y += Math.sin(self.direction) * self.speed; self.speed *= 0.99; // friction if (self.speed < 0.1) { self.speed = 0; } }; self["throw"] = function (speed, direction) { self.speed = speed; self.direction = direction; }; }); // Create a class for the game mode selection pop-up var GameModePopup = Container.expand(function () { var self = Container.call(this); // Create background for the pop-up var background = self.attachAsset('whiteCenter', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, scaleX: 4, scaleY: 4 }); // Create text for the pop-up var text = new Text2('Choose Game Mode', { size: 150, fill: 0x000000 }); text.anchor.set(0.5, 0.5); text.x = 2048 / 2; text.y = 2732 / 2; self.addChild(text); // Create text for choosing curling stone var chooseStoneText = new Text2('Choose Curling Stone', { size: 120, fill: 0x000000 }); chooseStoneText.anchor.set(0.5, 0.5); chooseStoneText.x = 2048 / 2; chooseStoneText.y = 2732 / 2 + 600; self.addChild(chooseStoneText); }); var GreenStone = Container.expand(function () { var self = Container.call(this); var stoneGraphics = self.attachAsset('stoneGreen', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 0; self.direction = 0; self.update = function () { self.x += Math.cos(self.direction) * self.speed; self.y += Math.sin(self.direction) * self.speed; self.speed *= 0.99; // friction if (self.speed < 0.1) { self.speed = 0; } }; self["throw"] = function (speed, direction) { self.speed = speed; self.direction = direction; }; }); var LightBlueStone = Container.expand(function () { var self = Container.call(this); var stoneGraphics = self.attachAsset('stoneLightBlue', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 0; self.direction = 0; self.update = function () { self.x += Math.cos(self.direction) * self.speed; self.y += Math.sin(self.direction) * self.speed; self.speed *= 0.99; // friction if (self.speed < 0.1) { self.speed = 0; } }; self["throw"] = function (speed, direction) { self.speed = speed; self.direction = direction; }; }); var NeonStone = Container.expand(function () { var self = Container.call(this); var stoneGraphics = self.attachAsset('stoneNeon', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 0; self.direction = 0; self.update = function () { self.x += Math.cos(self.direction) * self.speed; self.y += Math.sin(self.direction) * self.speed; self.speed *= 0.99; // friction if (self.speed < 0.1) { self.speed = 0; } }; self["throw"] = function (speed, direction) { self.speed = speed; self.direction = direction; }; }); var OrangeStone = Container.expand(function () { var self = Container.call(this); var stoneGraphics = self.attachAsset('stoneOrange', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 0; self.direction = 0; self.update = function () { self.x += Math.cos(self.direction) * self.speed; self.y += Math.sin(self.direction) * self.speed; self.speed *= 0.99; // friction if (self.speed < 0.1) { self.speed = 0; } }; self["throw"] = function (speed, direction) { self.speed = speed; self.direction = direction; }; }); var PinkStone = Container.expand(function () { var self = Container.call(this); var stoneGraphics = self.attachAsset('stonePink', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 0; self.direction = 0; self.update = function () { self.x += Math.cos(self.direction) * self.speed; self.y += Math.sin(self.direction) * self.speed; self.speed *= 0.99; // friction if (self.speed < 0.1) { self.speed = 0; } }; self["throw"] = function (speed, direction) { self.speed = speed; self.direction = direction; }; }); var PurpleStone = Container.expand(function () { var self = Container.call(this); var stoneGraphics = self.attachAsset('stonePurple', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 0; self.direction = 0; self.update = function () { self.x += Math.cos(self.direction) * self.speed; self.y += Math.sin(self.direction) * self.speed; self.speed *= 0.99; // friction if (self.speed < 0.1) { self.speed = 0; } }; self["throw"] = function (speed, direction) { self.speed = speed; self.direction = direction; }; }); var RedStone = Container.expand(function () { var self = Container.call(this); var stoneGraphics = self.attachAsset('stoneRed', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 0; self.direction = 0; self.update = function () { self.x += Math.cos(self.direction) * self.speed; self.y += Math.sin(self.direction) * self.speed; self.speed *= 0.99; // friction if (self.speed < 0.1) { self.speed = 0; } }; self["throw"] = function (speed, direction) { self.speed = speed; self.direction = direction; }; }); var YellowStone = Container.expand(function () { var self = Container.call(this); var stoneGraphics = self.attachAsset('stoneYellow', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 0; self.direction = 0; self.update = function () { self.x += Math.cos(self.direction) * self.speed; self.y += Math.sin(self.direction) * self.speed; self.speed *= 0.99; // friction if (self.speed < 0.1) { self.speed = 0; } }; self["throw"] = function (speed, direction) { self.speed = speed; self.direction = direction; }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xFFFFFF // Init game with white background }); /**** * Game Code ****/ function isExactlyOneStoneBelowRedLine() { var stoneLightBlue = game.addChild(new LightBlueStone()); stoneLightBlue.x = startX + stoneSpacing * 8; stoneLightBlue.y = 2732 * 0.75 + 500 - 350; stoneLightBlue.interactive = true; stoneLightBlue.on('down', function () { if (selectedStone && selectedStone !== stoneLightBlue) { selectedStone.y = 2732 * 0.75 + 500 - 350; // Reset previous stone position } stoneLightBlue.y = stoneLightBlue.y === 2732 * 0.75 + 500 ? 2732 * 0.75 + 500 - 350 : 2732 * 0.75 + 500; selectedStone = stoneLightBlue; checkStartButtonVisibility(); checkStartButtonVisibility(); }); var stones = [stone, stoneRed, stoneYellow, stoneGreen, stoneOrange, stonePink, stonePurple, stoneNeon, stoneLightBlue]; var count = 0; stones.forEach(function (stone) { if (stone.y > 2732 * 0.75 + 300) { // Check if stone is below the red line count++; } }); return count === 1; } // Initialize startButton variable var startButton = null; // Function to check the visibility of the start button function checkStartButtonVisibility() { if (gameMode !== null && selectedStone !== null && selectedStone.y > 2732 * 0.75 + 300 && (selectAsset.visible || selectGreenAsset.visible)) { // Logic to display the start button startButton = LK.getAsset('startButton', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 * 0.25 }); startButton.visible = true; startButton.interactive = true; startButton.on('down', startButtonClickHandler); game.addChild(startButton); } else { if (startButton) { startButton.visible = false; } } } // Initialize game mode variable var gameMode = null; var selectedStone = null; // Track selected stone // Display the game mode selection pop-up var gameModePopup = new GameModePopup(); game.addChild(gameModePopup); // Add first game mode asset to the map var gameModeAsset1 = LK.getAsset('gameModeAsset', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); game.addChild(gameModeAsset1); // Add second game mode asset to the map var gameModeAsset2 = LK.getAsset('gameModeAsset', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 + 600 // Adjusted position for the second asset }); game.addChild(gameModeAsset2); // Add left button to the center of the map var leftButton = LK.getAsset('leftButton', { anchorX: 1.0, // Align right edge anchorY: 0.0, x: 2048 / 2, y: gameModeAsset1.y + gameModeAsset1.height / 2 }); game.addChild(leftButton); // Add playervsplayer asset to the map var playervsplayerAsset = LK.getAsset('playervsplayer', { anchorX: 0.5, anchorY: 0.5, x: leftButton.x - leftButton.width / 2, y: leftButton.y + leftButton.height / 2 }); game.addChild(playervsplayerAsset); // Add select asset to indicate selection var selectAsset = LK.getAsset('select', { anchorX: 0.5, anchorY: 0.5, x: leftButton.x - leftButton.width / 2, y: leftButton.y + leftButton.height / 2 }); selectAsset.visible = false; // Initially hidden game.addChild(selectAsset); // Add right button to the center of the map var rightButton = LK.getAsset('rightButton', { anchorX: 0.0, // Align left edge anchorY: 0.0, x: 2048 / 2, y: gameModeAsset1.y + gameModeAsset1.height / 2 }); game.addChild(rightButton); // Add selectgreen asset to the map var selectGreenAsset = LK.getAsset('selectgreen', { anchorX: 0.5, anchorY: 0.5, x: rightButton.x + rightButton.width / 2, y: rightButton.y + rightButton.height / 2 }); selectGreenAsset.visible = false; // Initially hidden game.addChild(selectGreenAsset); // Function to handle player vs ai mode selection function selectPlayerVsAIMode() { gameMode = 'playerVsAI'; selectGreenAsset.visible = !selectGreenAsset.visible; if (selectGreenAsset.visible) { selectAsset.visible = false; } selectGreenAsset.x = rightButton.x + rightButton.width / 2; selectGreenAsset.y = rightButton.y + rightButton.height / 2; checkStartButtonVisibility(); } // Function to handle player vs player mode selection function selectPlayerVsPlayerMode() { gameMode = 'playerVsPlayer'; selectAsset.visible = !selectAsset.visible; if (selectAsset.visible) { selectGreenAsset.visible = false; } selectAsset.x = leftButton.x - leftButton.width / 2; selectAsset.y = leftButton.y + leftButton.height / 2; checkStartButtonVisibility(); } // Add interaction to playervsplayerAsset playervsplayerAsset.interactive = true; playervsplayerAsset.on('down', selectPlayerVsPlayerMode); // Add playervsai asset to the map var playervsaiAsset = LK.getAsset('playervsai', { anchorX: 0.5, anchorY: 0.5, x: rightButton.x + rightButton.width / 2, y: rightButton.y + rightButton.height / 2 }); playervsaiAsset.interactive = true; playervsaiAsset.on('down', selectPlayerVsAIMode); game.addChild(playervsaiAsset); // Add center line to the game var centerLine = LK.getAsset('centerLine', { anchorX: 0.5, anchorY: 0.0, x: 2048 / 2, y: 0 }); // Add left lane to the game var leftLane = LK.getAsset('leftLane', { anchorX: 0.5, anchorY: 0.0, x: 50, y: 0 }); game.addChild(leftLane); // Add right lane to the game var rightLane = LK.getAsset('rightLane', { anchorX: 0.5, anchorY: 0.0, x: 2048 - 50, y: 0 }); game.addChild(rightLane); // Add red horizontal line to the lower quarter of the map var redLine = LK.getAsset('redLine', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 * 0.75 + 300 }); // Add grey horizontal target line to the upper quadrant of the map var targetLine = LK.getAsset('targetLine', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 * 0.25 }); var whiteRing = LK.getAsset('whiteRing', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 * 0.25 }); var redRing = LK.getAsset('redRing', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 * 0.25 }); var blueRing = LK.getAsset('blueRing', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 * 0.25 }); game.addChild(blueRing); game.addChild(whiteRing); game.addChild(redRing); var whiteCenter = LK.getAsset('whiteCenter', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 * 0.25 }); game.addChild(whiteCenter); game.addChild(centerLine); game.addChild(redLine); game.addChild(targetLine); var stoneSpacing = 200; var totalStones = 8; var startX = 2048 / 2 - stoneSpacing * (totalStones - 1) / 2; var stone = game.addChild(new CurlingStone()); stone.x = startX; stone.y = 2732 * 0.75 + 500 - 350; stone.interactive = true; stone.on('down', function () { if (selectedStone && selectedStone !== stone) { selectedStone.y = 2732 * 0.75 + 500 - 350; // Reset previous stone position } if (startButton && startButton.visible === false) { stone.y = stone.y === 2732 * 0.75 + 500 ? 2732 * 0.75 + 500 - 350 : 2732 * 0.75 + 500; } else { stone.y = 2732 * 0.75 + 400; // Move stoneBlue under the redline } selectedStone = stone; checkStartButtonVisibility(); checkStartButtonVisibility(); }); stone.on('select', function () { // Logic for when stoneBlue is selected console.log("stoneBlue selected"); }); var stoneRed = game.addChild(new RedStone()); stoneRed.x = startX + stoneSpacing; stoneRed.y = 2732 * 0.75 + 500 - 350; stoneRed.interactive = true; stoneRed.on('down', function () { if (selectedStone && selectedStone !== stoneRed) { selectedStone.y = 2732 * 0.75 + 500 - 350; // Reset previous stone position } stoneRed.y = stoneRed.y === 2732 * 0.75 + 500 ? 2732 * 0.75 + 500 - 350 : 2732 * 0.75 + 500; selectedStone = stoneRed; checkStartButtonVisibility(); checkStartButtonVisibility(); }); var stoneYellow = game.addChild(new YellowStone()); stoneYellow.x = startX + stoneSpacing * 2; stoneYellow.y = 2732 * 0.75 + 500 - 350; stoneYellow.interactive = true; stoneYellow.on('down', function () { if (selectedStone && selectedStone !== stoneYellow) { selectedStone.y = 2732 * 0.75 + 500 - 350; // Reset previous stone position } stoneYellow.y = stoneYellow.y === 2732 * 0.75 + 500 ? 2732 * 0.75 + 500 - 350 : 2732 * 0.75 + 500; selectedStone = stoneYellow; checkStartButtonVisibility(); checkStartButtonVisibility(); }); var stoneGreen = game.addChild(new GreenStone()); stoneGreen.x = startX + stoneSpacing * 3; stoneGreen.y = 2732 * 0.75 + 500 - 350; stoneGreen.interactive = true; stoneGreen.on('down', function () { if (selectedStone && selectedStone !== stoneGreen) { selectedStone.y = 2732 * 0.75 + 500 - 350; // Reset previous stone position } stoneGreen.y = stoneGreen.y === 2732 * 0.75 + 500 ? 2732 * 0.75 + 500 - 350 : 2732 * 0.75 + 500; selectedStone = stoneGreen; checkStartButtonVisibility(); checkStartButtonVisibility(); }); var stoneOrange = game.addChild(new OrangeStone()); stoneOrange.x = startX + stoneSpacing * 4; stoneOrange.y = 2732 * 0.75 + 500 - 350; stoneOrange.interactive = true; stoneOrange.on('down', function () { if (selectedStone && selectedStone !== stoneOrange) { selectedStone.y = 2732 * 0.75 + 500 - 350; // Reset previous stone position } stoneOrange.y = stoneOrange.y === 2732 * 0.75 + 500 ? 2732 * 0.75 + 500 - 350 : 2732 * 0.75 + 500; selectedStone = stoneOrange; checkStartButtonVisibility(); checkStartButtonVisibility(); }); var stonePink = game.addChild(new PinkStone()); stonePink.x = startX + stoneSpacing * 5; stonePink.y = 2732 * 0.75 + 500 - 350; stonePink.interactive = true; stonePink.on('down', function () { if (selectedStone && selectedStone !== stonePink) { selectedStone.y = 2732 * 0.75 + 500 - 350; // Reset previous stone position } stonePink.y = stonePink.y === 2732 * 0.75 + 500 ? 2732 * 0.75 + 500 - 350 : 2732 * 0.75 + 500; selectedStone = stonePink; checkStartButtonVisibility(); checkStartButtonVisibility(); }); var stonePurple = game.addChild(new PurpleStone()); stonePurple.x = startX + stoneSpacing * 6; stonePurple.y = 2732 * 0.75 + 500 - 350; stonePurple.interactive = true; stonePurple.on('down', function () { if (selectedStone && selectedStone !== stonePurple) { selectedStone.y = 2732 * 0.75 + 500 - 350; // Reset previous stone position } stonePurple.y = stonePurple.y === 2732 * 0.75 + 500 ? 2732 * 0.75 + 500 - 350 : 2732 * 0.75 + 500; selectedStone = stonePurple; checkStartButtonVisibility(); checkStartButtonVisibility(); }); var stoneNeon = game.addChild(new NeonStone()); stoneNeon.x = startX + stoneSpacing * 7; stoneNeon.y = 2732 * 0.75 + 500 - 350; stoneNeon.interactive = true; stoneNeon.on('down', function () { if (selectedStone && selectedStone !== stoneNeon) { selectedStone.y = 2732 * 0.75 + 500 - 350; // Reset previous stone position } stoneNeon.y = stoneNeon.y === 2732 * 0.75 + 500 ? 2732 * 0.75 + 500 - 350 : 2732 * 0.75 + 500; selectedStone = stoneNeon; checkStartButtonVisibility(); checkStartButtonVisibility(); }); // Initialize the game state var throwing = false; var throwStart = null; // Handle touch events game.down = function (x, y, obj) { if (startButton && startButton.visible === false) { throwing = true; } throwStart = { x: x, y: y }; }; game.up = function (x, y, obj) { if (throwing) { var dx = x - throwStart.x; var dy = y - throwStart.y; var speed = Math.sqrt(dx * dx + dy * dy) / 100; var direction = Math.atan2(dy, dx); stone["throw"](speed, direction); throwing = false; } }; // Update the game state game.update = function () { // Removed game over condition when stone intersects target }; function startButtonClickHandler() { // Move the selected stone to the center line bottom under the red line center if (selectedStone) { selectedStone.x = 2048 / 2; // Center horizontally selectedStone.y = 2732 * 0.75 + 400; // Position between the red line and the center bottom } // AI selects a stone of a different color var stones = [stone, stoneRed, stoneYellow, stoneGreen, stoneOrange, stonePink, stonePurple, stoneNeon]; var aiSelectedStone = null; do { aiSelectedStone = stones[Math.floor(Math.random() * stones.length)]; } while (aiSelectedStone === selectedStone); // Move AI selected stone to a different position if (aiSelectedStone) { aiSelectedStone.x = 2048 / 2 + 100; // Slightly offset from the player's stone aiSelectedStone.y = 2732 * 0.75 + 400; } // Hide non-selected stones var stones = [stone, stoneRed, stoneYellow, stoneGreen, stoneOrange, stonePink, stonePurple, stoneNeon]; stones.forEach(function (stone) { if (stone !== selectedStone) { stone.visible = false; } }); // Hide other specified assets gameModeAsset1.visible = false; gameModeAsset2.visible = false; leftButton.visible = false; playervsaiAsset.visible = false; playervsplayerAsset.visible = false; rightButton.visible = false; selectAsset.visible = false; selectGreenAsset.visible = false; if (startButton) { // Add 'PLAYER START' text to the top center of the map var playerStartText = new Text2('PLAYER START', { size: 75, fill: 0x000000 }); playerStartText.anchor.set(0.5, 0.5); playerStartText.x = 2048 / 2; playerStartText.y = 100; // Position at the top center game.addChild(playerStartText); startButton.destroy(); // Destroy the startButton to ensure it disappears completely startButton = null; // Set startButton to null to remove reference } // Remove texts from the map gameModePopup.visible = false; }
===================================================================
--- original.js
+++ change.js
@@ -626,9 +626,9 @@
selectGreenAsset.visible = false;
if (startButton) {
// Add 'PLAYER START' text to the top center of the map
var playerStartText = new Text2('PLAYER START', {
- size: 150,
+ size: 75,
fill: 0x000000
});
playerStartText.anchor.set(0.5, 0.5);
playerStartText.x = 2048 / 2;
black curling stone with pink top, top view.
Black curlingstone with purple top, top view.
Black curlingstone with yellow top, top view.
Black curlingstone with orange top, top view.
black curlingstone with neongreen top, top view.
Black curlingstone with neonblue top, top view.
add a text to the center: "Player vs Player"
neongreen rectangle with rounded corners, transparent in the middle.
Red button with white start text.