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implement these changes Reduced timer acceleration: Changed max speed increase from 40ms to 20ms per tick, and made it trigger every 10 points instead of 5. Keep timer visible during number pad: Removed the line that clears the timer display during NumberPadOverride, and pause the main timer while the mini-game is active. Reasonable malfunction chance: Capped at 35% instead of 60% and reduced the increase rate. Consistent timer display: Removed unnecessary timer resets that were causing display issues.
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Sometimes, when doing the screwing puzzle, the wire pops up, making the players to click the wire unfortunately fix it
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after completing any puzzles, like the screwing or the num pad one, add 3 more seconds to the timer
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add Run music on the background
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When the screwing puzzle comes instead of ending the game if I click somewhere else, flash red on the screen and reduce the timer instead
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Decrease the text size now
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little more
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bring the "Cut the correct wire to defuse the bomb" little down
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On the starter put "Ready to Defuse the bomb", On top of the screen before the game starts put "Cut the correct wire to defuse the bomb" Make these words disappear when the Starter is clicked
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I want to make like this, the Starter asset is like a closing plate for panel_border, meaning that Starter is just like a closed panel, clicking it opens the bomb, and let's us defuse it
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If the starter asset is the there, don't hide other assets on the screen
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put the Starter in the middle of the screen at the background everything should exist
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Have everything with the Starter as well, take out the timer, screen display
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Put the Starter asset in the middle of the screen, pause the timer until that when clicked on the Starter asset, the game should start letting the timer to resume.
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Only trigger the num pad event or puzzle after the wires are reset
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Sometimes, the num pad appears without resetting the countdown even after cutting the wire ( fix that)
Code edit (1 edits merged)
Please save this source code
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Do not shuffle the numbers in the num pad, let it stay static, and also don't make the code disappear
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looks like the wires can be clicked after the num pad override appears, fix that. And also trigger randomly this event as soon as the wires are reset
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center the numpadoverlay, it is in the top left away from the screen
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Puzzle Name: Number Pad Override 🎮 Event Type: Random timed event during gameplay 🧠 Description / Prompt: A Number Pad Override puzzle appears as a surprise challenge. The screen displays a number pad (0–9), and a side note flashes a 4-digit code (e.g., 4827). The player must click the numbers in the exact order shown on the side note within a short time limit (e.g., 5–7 seconds). If the player clicks incorrectly or runs out of time, the bomb explodes and the game ends. If done correctly, the player is allowed to continue defusing the bomb. 🎯 Goal: Add tension and force quick recognition + reaction skills. ⚠️ Fail Condition: Wrong input = instant loss Timeout = instant loss ✨ Optional Variations: Numbers on the pad shuffle positions after each click. The displayed code fades out after 2 seconds. A distracting sound or screen flicker effect plays during the puzzle.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // NumberPadOverride class (Number Pad Override puzzle) var NumberPadOverride = Container.expand(function () { var self = Container.call(this); // Puzzle state self.active = false; self.code = []; self.input = []; self.timeLimit = 6000; // ms, can be randomized 5000-7000 self.timer = null; self.codeText = null; self.padButtons = []; self.onResult = null; // function(success) self.shufflePad = false; // do not shuffle after each click self.fadeCode = false; // code does not fade after 2s self.flicker = true; // screen flicker effect self._codeFadeTimeout = null; self._flickerTimeout = null; // Background overlay var overlay = self.attachAsset('GrabPannel', { anchorX: 0.5, anchorY: 0.5, width: 2048, height: 2732, alpha: 0.92, x: 0, y: 0 }); // Center the whole overlay container in the game area self.x = 2048 / 2; self.y = 2732 / 2; // Puzzle panel var panel = new Container(); panel.x = 0; panel.y = 0; self.addChild(panel); // Panel background var panelBg = panel.attachAsset('panel_bg', { anchorX: 0.5, anchorY: 0.5, width: 900, height: 1100, x: 0, y: 0 }); // Code display self.codeText = new Text2('', { size: 120, fill: '#fc1100' }); self.codeText.anchor.set(0.5, 0.5); self.codeText.x = 0; self.codeText.y = -400; panel.addChild(self.codeText); // Timer number self.timerText = new Text2('', { size: 90, fill: '#fc1100' }); self.timerText.anchor.set(0.5, 0.5); self.timerText.x = 0; self.timerText.y = -250; panel.addChild(self.timerText); // Pad buttons (0-9) self._createPad = function (numbers) { // Remove old buttons for (var i = 0; i < self.padButtons.length; i++) { self.padButtons[i].destroy(); } self.padButtons = []; // Layout: 3x4 grid (0 at bottom center) var padOrder = numbers || [1, 2, 3, 4, 5, 6, 7, 8, 9, 0]; var positions = [[-180, -60], [0, -60], [180, -60], [-180, 120], [0, 120], [180, 120], [-180, 300], [0, 300], [180, 300], [0, 480]]; for (var i = 0; i < 10; i++) { var n = padOrder[i]; var btn = new Container(); var btnBg = btn.attachAsset('button', { anchorX: 0.5, anchorY: 0.5, width: 160, height: 160, x: 0, y: 0 }); var btnText = new Text2('' + n, { size: 90, fill: '#222' }); btnText.anchor.set(0.5, 0.5); btnText.x = 0; btnText.y = 0; btn.addChild(btnText); btn.x = positions[i][0]; btn.y = positions[i][1]; // Touch/click event (function (num) { btn.down = function (x, y, obj) { self._handleInput(num); }; })(n); panel.addChild(btn); self.padButtons.push(btn); } }; // Shuffle pad numbers self._shufflePadNumbers = function () { var arr = [1, 2, 3, 4, 5, 6, 7, 8, 9, 0]; for (var i = arr.length - 1; i > 0; i--) { var j = Math.floor(Math.random() * (i + 1)); var t = arr[i]; arr[i] = arr[j]; arr[j] = t; } return arr; }; // Start the puzzle self.start = function (code, timeLimit, onResult) { self.active = true; self.code = code.slice(); self.input = []; self.timeLimit = timeLimit || 5000 + Math.floor(Math.random() * 2000); self.onResult = onResult; self.visible = true; // Show code self.codeText.setText(code.join('')); self.codeText.visible = true; // Timer self._startTime = Date.now(); self._endTime = self._startTime + self.timeLimit; self._updateTimer(); if (self.timer) { LK.clearInterval(self.timer); } self.timer = LK.setInterval(self._updateTimer, 60); // Pad var padNums = self.shufflePad ? self._shufflePadNumbers() : [1, 2, 3, 4, 5, 6, 7, 8, 9, 0]; self._createPad(padNums); // Fade code after 2s if (self.fadeCode) { if (self._codeFadeTimeout) { LK.clearTimeout(self._codeFadeTimeout); } self._codeFadeTimeout = LK.setTimeout(function () { self.codeText.visible = false; }, 2000); } // Flicker effect if (self.flicker) { if (self._flickerTimeout) { LK.clearTimeout(self._flickerTimeout); } self._flickerTimeout = LK.setTimeout(function () { LK.effects.flashScreen(0xffffff, 120); }, 800 + Math.floor(Math.random() * 800)); } }; // Handle input self._handleInput = function (num) { if (!self.active) { return; } self.input.push(num); // Animate button press for (var i = 0; i < self.padButtons.length; i++) { var btn = self.padButtons[i]; var btnText = btn.children[1]; if (btnText && btnText.text == num) { tween(btn, { scaleX: 0.85, scaleY: 0.85 }, { duration: 60, yoyo: true, repeat: 1 }); } } // Shuffle pad after each click if (self.shufflePad) { var padNums = self._shufflePadNumbers(); self._createPad(padNums); } // Check input for (var i = 0; i < self.input.length; i++) { if (self.input[i] !== self.code[i]) { // Wrong input: fail instantly self._fail(); return; } } if (self.input.length === self.code.length) { // Success! self._success(); } }; // Timer update self._updateTimer = function () { if (!self.active) { return; } var now = Date.now(); var msLeft = Math.max(0, self._endTime - now); var secLeft = Math.ceil(msLeft / 1000); self.timerText.setText(secLeft); self.timerText.setStyle({ fill: '#fc1100' }); if (msLeft <= 0) { self._fail(); } }; // Success self._success = function () { self.active = false; if (self.timer) { LK.clearInterval(self.timer); } if (self._codeFadeTimeout) { LK.clearTimeout(self._codeFadeTimeout); } if (self._flickerTimeout) { LK.clearTimeout(self._flickerTimeout); } self.visible = false; if (typeof self.onResult === 'function') { self.onResult(true); } }; // Fail self._fail = function () { self.active = false; if (self.timer) { LK.clearInterval(self.timer); } if (self._codeFadeTimeout) { LK.clearTimeout(self._codeFadeTimeout); } if (self._flickerTimeout) { LK.clearTimeout(self._flickerTimeout); } self.visible = false; // Play fail sound and flash LK.getSound('fail').play(); LK.effects.flashScreen(0xff0000, 600); if (typeof self.onResult === 'function') { self.onResult(false); } }; // Clean up self.destroy = function () { if (self.timer) { LK.clearInterval(self.timer); } if (self._codeFadeTimeout) { LK.clearTimeout(self._codeFadeTimeout); } if (self._flickerTimeout) { LK.clearTimeout(self._flickerTimeout); } for (var i = 0; i < self.padButtons.length; i++) { self.padButtons[i].destroy(); } self.padButtons = []; self.visible = false; }; self.visible = false; return self; }); // Screw class (for malfunction minigame) var Screw = Container.expand(function () { var self = Container.call(this); self.fixed = false; self.screwAsset = self.attachAsset('screw', { anchorX: 0.5, anchorY: 0.5 }); // Touch/click event self.down = function (x, y, obj) { if (self.fixed) { return; } self.fixed = true; // Animate: fade out and shrink tween(self, { scaleX: 0.1, scaleY: 0.1, alpha: 0 }, { duration: 200, easing: tween.cubicIn, onFinish: function onFinish() { self.visible = false; } }); if (typeof self.onFix === 'function') { self.onFix(self); } }; return self; }); // Wire class var Wire = Container.expand(function () { var self = Container.call(this); // Properties self.color = 'red'; // default, will be set on init self.cut = false; // Attach asset self.wireAsset = null; self.init = function (color) { self.color = color; self.cut = false; var assetId = 'wire_' + color; self.wireAsset = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); }; // Cut animation self.cutWire = function () { if (self.cut) { return; } self.cut = true; // Animate: fade out and shrink tween(self, { scaleX: 0.1, scaleY: 0.1, alpha: 0 }, { duration: 300, easing: tween.cubicIn, onFinish: function onFinish() { self.visible = false; } }); }; // Touch/click event self.down = function (x, y, obj) { // Prevent cutting if NumberPadOverride is active if (typeof game !== "undefined" && game._numberPadOverride && game._numberPadOverride.active) { return; } if (self.cut) { return; } if (typeof self.onCut === 'function') { self.onCut(self); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x181818 }); /**** * Game Code ****/ // Sounds // Malfunction overlay // Screw (for malfunction minigame) // Communication screen // Panel // Wires: red, blue, green, yellow, black, white // --- Game constants --- var WIRE_COLORS = ['red', 'blue', 'green', 'yellow', 'black', 'white']; var WIRES_PER_PANEL = 4; var PANEL_X = 2048 / 2; var PANEL_Y = 2732 / 2; var PANEL_W = 700; var PANEL_H = 500; var SCREEN_H = 180; var ROUND_TIME = 8000; // ms per round var MALFUNCTION_CHANCE = 0.18; // 18% chance per round // --- Game state --- var wires = []; var panel = null; var screen = null; var screenText = null; var malOverlay = null; var screws = []; var screwBox = null; // Box for screws during malfunction minigame var malfunctionActive = false; var roundTimer = null; var timeLeft = 0; var timerBar = null; var correctWireColor = ''; var canCut = true; var scoreText = null; var roundNum = 0; var tickingSoundTimer = null; // --- GUI --- scoreText = new Text2('0', { size: 120, fill: "#fff" }); scoreText.anchor.set(0.5, 1); LK.gui.bottom.addChild(scoreText); // Timer bar timerBar = LK.getAsset('panel_bg', { width: 600, height: 24, color: 0x44ff44, anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 180 }); game.addChild(timerBar); // --- Panel setup --- panel = new Container(); var panelBorder = panel.attachAsset('panel_border', { anchorX: 0.5, anchorY: 0.5 }); var panelBg = panel.attachAsset('panel_bg', { anchorX: 0.5, anchorY: 0.5 }); // Add a box inside the panel_bg (steel panel) var innerBox = panel.attachAsset('panel_border', { anchorX: 0.5, anchorY: 0.5, width: 900, // slightly smaller than panel_bg (1500x2000), visually inside height: 1200, x: 0, y: 50 // move it down a bit to be inside the panel visually }); panel.x = PANEL_X; panel.y = PANEL_Y; game.addChild(panel); // --- Communication screen --- screen = new Container(); var screenBg = screen.attachAsset('screen', { anchorX: 0.5, anchorY: 0.5 }); screen.x = 0; // Place the screen at the top of the panel, matching the panel_bg aspect ratio (panel_bg is 1500x2000, so screen should be near the top edge) screen.y = -1000 + SCREEN_H / 2 + 60 + 40; // -1000 is half of 2000 (panel_bg height), add some margin panel.addChild(screen); screenText = new Text2('', { size: 60, fill: "#fff" }); screenText.anchor.set(0.5, 0.5); screen.addChild(screenText); // Malfunction overlay (hidden by default) malOverlay = LK.getAsset('mal_overlay', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0, alpha: 0.8 }); // Center malOverlay in the middle of the screen container malOverlay.x = 0; malOverlay.y = 0; malOverlay.visible = false; screen.addChild(malOverlay); // --- Functions --- function shuffle(arr) { // Fisher-Yates shuffle for (var i = arr.length - 1; i > 0; i--) { var j = Math.floor(Math.random() * (i + 1)); var t = arr[i]; arr[i] = arr[j]; arr[j] = t; } return arr; } function startRound() { roundNum += 1; canCut = true; malfunctionActive = false; // Remove old wires for (var i = 0; i < wires.length; i++) { wires[i].destroy(); } wires = []; // Remove screws if any for (var i = 0; i < screws.length; i++) { screws[i].destroy(); } screws = []; // Randomize wires var colorPool = shuffle(WIRE_COLORS.slice()); var roundWires = colorPool.slice(0, WIRES_PER_PANEL); // Pick correct wire correctWireColor = roundWires[Math.floor(Math.random() * roundWires.length)]; // Place wires vertically in panel var spacing = PANEL_H / (WIRES_PER_PANEL + 1); for (var i = 0; i < roundWires.length; i++) { var w = new Wire(); w.init(roundWires[i]); w.x = 0; w.y = -PANEL_H / 2 + spacing * (i + 1) + 40; w.onCut = handleWireCut; panel.addChild(w); wires.push(w); } // Set screen text screenText.setText(correctWireColor.toUpperCase() + ' WIRE!'); screenText.visible = true; screenText.setStyle({ fill: '#309191' }); // Always set text color to black for correctWireColor malOverlay.visible = false; // Malfunction? var malfunctionChance = MALFUNCTION_CHANCE; if (LK.getScore() > 30) { // Gradually increase malfunction chance after score 30, up to 60% malfunctionChance = Math.min(0.6, MALFUNCTION_CHANCE + 0.02 * (LK.getScore() - 30)); } // Immediately trigger malfunction after wires are reset if (Math.random() < malfunctionChance) { // 50% chance to trigger NumberPadOverride, 50% fallback to normal malfunction if (Math.random() < 0.5) { // Trigger NumberPadOverride ONLY here, after wires are reset if (typeof game._numberPadOverride === "undefined" || !game._numberPadOverride) { game._numberPadOverride = new NumberPadOverride(); game.addChild(game._numberPadOverride); } // Reset timer number display before showing NumberPadOverride if (typeof updateTimerBar.timerNumber !== "undefined") { updateTimerBar.timerNumber.setText(''); } var code = []; for (var i = 0; i < 4; i++) { code.push(Math.floor(Math.random() * 10)); } var timeLimit = 5000 + Math.floor(Math.random() * 2000); // 5-7s game._numberPadOverride.start(code, timeLimit, function (success) { malfunctionActive = false; malOverlay.visible = false; screenText.visible = true; if (!success) { LK.setTimeout(function () { LK.showGameOver(); }, 600); } }); LK.getSound('beep').play(); // Do not trigger other malfunctions this round return; } else { LK.setTimeout(triggerMalfunction, 600 + Math.floor(Math.random() * 800)); } } // Start timer timeLeft = ROUND_TIME; updateTimerBar(); if (roundTimer) { LK.clearInterval(roundTimer); } roundTimer = LK.setInterval(tickTimer, 30); // Ticking sound if (tickingSoundTimer) { LK.clearInterval(tickingSoundTimer); } tickingSoundTimer = LK.setInterval(function () { LK.getSound('tick').play(); }, 1000); } function handleWireCut(wire) { if (!canCut || malfunctionActive && !screws.length) { return; } canCut = false; wire.cutWire(); if (wire.color === correctWireColor) { // Success! LK.getSound('cut').play(); LK.setScore(LK.getScore() + 1); scoreText.setText(LK.getScore()); // Animate panel flash green LK.effects.flashObject(panel, 0x44ff44, 300); // Next round after short delay LK.setTimeout(function () { // Reset timer number display before starting the next round (fixes num pad not resetting timer) if (typeof updateTimerBar.timerNumber !== "undefined") { updateTimerBar.timerNumber.setText(''); } startRound(); }, 700); } else { // Wrong wire! LK.getSound('fail').play(); LK.effects.flashScreen(0xff0000, 600); LK.setScore(Math.max(0, LK.getScore() - 1)); scoreText.setText(LK.getScore()); // Game over LK.setTimeout(function () { LK.showGameOver(); }, 600); } } function tickTimer() { if (!canCut) { return; } // Gradually speed up timer after score > 20 var timerDecrement = 30; var score = LK.getScore(); if (score > 20) { // Increase speed: for every 5 points above 20, timerDecrement increases by 2ms, up to a max of 60ms per tick var extra = Math.min(40, Math.floor((score - 20) / 5) * 2); timerDecrement += extra; } timeLeft -= timerDecrement; // --- Add: Score increases with time (every 1000ms, +1 score) --- if (typeof tickTimer._accum === "undefined") { tickTimer._accum = 0; tickTimer._lastScoreTime = 0; } tickTimer._accum += timerDecrement; if (tickTimer._accum - tickTimer._lastScoreTime >= 1000) { LK.setScore(LK.getScore() + 1); scoreText.setText(LK.getScore()); tickTimer._lastScoreTime += 1000; } updateTimerBar(); if (timeLeft <= 0) { canCut = false; LK.getSound('fail').play(); LK.effects.flashScreen(0xff0000, 600); LK.setTimeout(function () { LK.showGameOver(); }, 600); } } function updateTimerBar() { // Remove bar visual, show countdown number instead timerBar.visible = false; // Add or update a countdown number Text2 object if (typeof updateTimerBar.timerNumber === "undefined") { updateTimerBar.timerNumber = new Text2('', { size: 100, fill: '#fc1100' }); updateTimerBar.timerNumber.anchor.set(0.5, 0.5); updateTimerBar.timerNumber.x = 2048 / 2; updateTimerBar.timerNumber.y = 180; game.addChild(updateTimerBar.timerNumber); } var secondsLeft = Math.ceil(Math.max(0, timeLeft) / 1000); updateTimerBar.timerNumber.setText(secondsLeft); // Always set timer number text color to red updateTimerBar.timerNumber.setStyle({ fill: '#fc1100' }); } function triggerMalfunction() { if (!canCut) { return; } malfunctionActive = true; screenText.visible = false; malOverlay.visible = true; // Hide screws for now, only show after click for (var i = 0; i < screws.length; i++) { screws[i].destroy(); } screws = []; // Always use screw minigame here; NumberPadOverride is only triggered after wires are reset // --- Screw minigame fallback --- // Add a one-time click handler to the screen to show the screw minigame screen.down = function (x, y, obj) { // Remove this handler after first click screen.down = undefined; // Create a new box (screwBox) that will contain the screws, centered on the bomb/panel if (typeof screwBox !== "undefined" && screwBox && screwBox.parent) { screwBox.parent.removeChild(screwBox); } screwBox = new Container(); // Add a background for the screwBox (use panel_border for visual consistency) var screwBoxBg = screwBox.attachAsset('CommBack', { anchorX: 0.5, anchorY: 0.5, width: 1500, // Match panel_bg width height: 1000, // Half of panel_bg height (2000px) x: 0, y: 0 }); // Center the screwBox on the panel screwBox.x = 0; screwBox.y = 0; panel.addChild(screwBox); // Show screws at random positions inside the screwBox var screwCount = 3 + Math.floor(Math.random() * 2); // 3 or 4 screws = []; for (var i = 0; i < screwCount; i++) { var s = new Screw(); // Place randomly within the screwBox area s.x = -220 + Math.random() * 440; s.y = -120 + Math.random() * 240; s.onFix = function (screw) { handleScrewFix(screw); // If all screws are fixed, remove the screwBox and return to bomb screen var allFixed = true; for (var j = 0; j < screws.length; j++) { if (!screws[j].fixed) { allFixed = false; break; } } if (allFixed) { if (screwBox && screwBox.parent) { screwBox.parent.removeChild(screwBox); } screwBox = null; } }; screwBox.addChild(s); screws.push(s); } LK.getSound('beep').play(); }; } function handleScrewFix(screw) { // Don't allow fixing screws if the minigame hasn't started (blank screen) if (!screws.length) { return; } LK.getSound('fix').play(); // Check if all screws fixed var allFixed = true; for (var i = 0; i < screws.length; i++) { if (!screws[i].fixed) { allFixed = false; break; } } if (allFixed) { malfunctionActive = false; malOverlay.visible = false; screenText.visible = true; // Remove screws from screen for (var i = 0; i < screws.length; i++) { screws[i].destroy(); } screws = []; // Remove any leftover click handler screen.down = undefined; } } // --- Game event handlers --- // Drag prevention: no drag in this game game.move = function (x, y, obj) {}; // --- Game update loop --- game.update = function () { // Win condition: e.g. 20 points if (LK.getScore() >= 99999999999) { LK.showYouWin(); } }; // --- Start game --- // Add Starter asset centered on screen var starterAsset = LK.getAsset('Starter', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); game.addChild(starterAsset); // Hide timer and panel until game starts panel.visible = false; if (typeof updateTimerBar.timerNumber !== "undefined") { updateTimerBar.timerNumber.visible = false; } timerBar.visible = false; // Pause all game logic until Starter is clicked var gameStarted = false; var startGame = function startGame() { if (gameStarted) return; gameStarted = true; // Remove starter asset if (starterAsset && starterAsset.parent) { starterAsset.parent.removeChild(starterAsset); } // Show panel and timer panel.visible = true; if (typeof updateTimerBar.timerNumber !== "undefined") { updateTimerBar.timerNumber.visible = true; } timerBar.visible = false; // timerBar is always hidden, only timerNumber is shown // Actually start the game LK.setScore(0); scoreText.setText('0'); startRound(); }; // Only start game on click/tap of Starter asset starterAsset.down = function (x, y, obj) { startGame(); };
===================================================================
--- original.js
+++ change.js
@@ -366,15 +366,15 @@
/****
* Game Code
****/
-// --- Game constants ---
-// Wires: red, blue, green, yellow, black, white
-// Panel
-// Communication screen
-// Screw (for malfunction minigame)
-// Malfunction overlay
// Sounds
+// Malfunction overlay
+// Screw (for malfunction minigame)
+// Communication screen
+// Panel
+// Wires: red, blue, green, yellow, black, white
+// --- Game constants ---
var WIRE_COLORS = ['red', 'blue', 'green', 'yellow', 'black', 'white'];
var WIRES_PER_PANEL = 4;
var PANEL_X = 2048 / 2;
var PANEL_Y = 2732 / 2;
@@ -768,7 +768,42 @@
LK.showYouWin();
}
};
// --- Start game ---
-LK.setScore(0);
-scoreText.setText('0');
-startRound();
\ No newline at end of file
+// Add Starter asset centered on screen
+var starterAsset = LK.getAsset('Starter', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 2048 / 2,
+ y: 2732 / 2
+});
+game.addChild(starterAsset);
+// Hide timer and panel until game starts
+panel.visible = false;
+if (typeof updateTimerBar.timerNumber !== "undefined") {
+ updateTimerBar.timerNumber.visible = false;
+}
+timerBar.visible = false;
+// Pause all game logic until Starter is clicked
+var gameStarted = false;
+var startGame = function startGame() {
+ if (gameStarted) return;
+ gameStarted = true;
+ // Remove starter asset
+ if (starterAsset && starterAsset.parent) {
+ starterAsset.parent.removeChild(starterAsset);
+ }
+ // Show panel and timer
+ panel.visible = true;
+ if (typeof updateTimerBar.timerNumber !== "undefined") {
+ updateTimerBar.timerNumber.visible = true;
+ }
+ timerBar.visible = false; // timerBar is always hidden, only timerNumber is shown
+ // Actually start the game
+ LK.setScore(0);
+ scoreText.setText('0');
+ startRound();
+};
+// Only start game on click/tap of Starter asset
+starterAsset.down = function (x, y, obj) {
+ startGame();
+};
\ No newline at end of file
It is like the back of a bomb, wires on the side. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
It's a screen, very chip like, light blue screen. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
“Top-down view of a steel box with a smooth metallic surface, subtle reflections, and sharp clean edges. The box should appear sturdy and industrial, with a slightly brushed texture on the steel. Lighting highlights the metal’s cool gray color and gives depth to the edges. Minimal shadows inside the box, set against a plain light background.”. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
it's a black wire. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
it's a blue wire. Don't cut it open, just blue nothing else. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
it's a green wire. Don't cut it open, just blue nothing else. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
it's a red wire. Don't cut it open, just blue nothing else. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
it's a yellow wire. Don't cut it open, just blue nothing else. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
paint it white
It's like back of a chip display. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Make it light greyish black
It is a black screen, like a glass pane. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Make it steel
That's a button, imagine a keyboard button. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
make it as a perfect rectangle, screws on all the corners. no background, transparent background