User prompt
Now add a white button
User prompt
Now remove all of this
User prompt
Now add the name of the game on the screen with a cool logo
User prompt
Please fix the bug: 'TypeError: tween.to is not a function' in or related to this line: 'tween.to(characterGraphics, 0.2, {' Line Number: 34 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'tween.to is not a function' in or related to this line: 'tween.to(instructionText, 2, {' Line Number: 131 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
User prompt
Now Create a pitch black trailer for the game with some random characters
User prompt
Pitch Black: Echo Chamber
Initial prompt
Make a Screen pitch black
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Character = Container.expand(function () {
var self = Container.call(this);
var characterGraphics = self.attachAsset('character', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0
});
// Random rotation
characterGraphics.rotation = Math.random() * Math.PI * 2;
// Store whether this character has been discovered
self.discovered = false;
self.lastDistance = 9999;
// Method to reveal character temporarily
self.reveal = function (intensity) {
// Intensity from 0 to 1 based on distance from sound wave
if (intensity > 0) {
var targetAlpha = Math.min(intensity, 0.8);
tween.to(characterGraphics, 0.2, {
alpha: targetAlpha
});
tween.to(characterGraphics, 1.5, {
alpha: 0,
delay: 0.2
});
// If character is very visible and wasn't discovered before
if (intensity > 0.6 && !self.discovered) {
self.discovered = true;
LK.getSound('discover').play();
// Visual feedback for discovery
var originalScale = characterGraphics.scale.x;
tween.to(characterGraphics.scale, 0.3, {
x: originalScale * 1.3,
y: originalScale * 1.3
});
tween.to(characterGraphics.scale, 0.3, {
x: originalScale,
y: originalScale,
delay: 0.3
});
}
}
};
return self;
});
var SoundWave = Container.expand(function () {
var self = Container.call(this);
var waveGraphics = self.attachAsset('ripple', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.4
});
self.timeAlive = 0;
self.maxLifespan = 120; // 2 seconds at 60fps
self.update = function () {
if (!self.lastTimeAlive) {
self.lastTimeAlive = self.timeAlive;
}
self.timeAlive++;
// Expand the wave and fade it out
var progress = self.timeAlive / self.maxLifespan;
waveGraphics.scale.x = 1 + progress * 5;
waveGraphics.scale.y = 1 + progress * 5;
waveGraphics.alpha = 0.4 * (1 - progress);
// Remove when completed
if (self.timeAlive >= self.maxLifespan) {
self.destroy();
return;
}
self.lastTimeAlive = self.timeAlive;
};
return self;
});
/****
* Initialize Game
****/
// Create arrays to hold game elements
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
// Create arrays to hold game elements
var characters = [];
var soundWaves = [];
// Screen dimensions
var screenWidth = 2048;
var screenHeight = 2732;
// Number of characters to create
var characterCount = 15;
// Create characters at random positions
for (var i = 0; i < characterCount; i++) {
var character = new Character();
// Position randomly on screen with margins
character.x = Math.random() * (screenWidth - 400) + 200;
character.y = Math.random() * (screenHeight - 400) + 200;
// Set random scales for variety
var scale = 0.5 + Math.random() * 1.5;
character.scale.set(scale, scale);
game.addChild(character);
characters.push(character);
}
// Create instruction text
var instructionText = new Text2("Tap anywhere to use echolocation", {
size: 70,
fill: 0xFFFFFF
});
instructionText.anchor.set(0.5, 0.5);
instructionText.x = screenWidth / 2;
instructionText.y = screenHeight / 2;
game.addChild(instructionText);
// Fade out instructions after a delay
tween.to(instructionText, 2, {
alpha: 0,
delay: 3,
onComplete: function onComplete() {
instructionText.destroy();
}
});
// Create sound waves when tapping the screen
game.down = function (x, y) {
// Create sound wave at tap position
var wave = new SoundWave();
wave.x = x;
wave.y = y;
game.addChild(wave);
soundWaves.push(wave);
// Play echo sound
LK.getSound('echo').play();
// Flash screen very slightly to indicate tap
LK.effects.flashScreen(0x333333, 200);
};
// Main update loop
game.update = function () {
// Clean up destroyed waves
for (var i = soundWaves.length - 1; i >= 0; i--) {
if (!soundWaves[i].parent) {
soundWaves.splice(i, 1);
}
}
// Process character reveals based on wave proximity
for (var i = 0; i < characters.length; i++) {
var character = characters[i];
var closestDistance = 9999;
// Find closest wave to this character
for (var j = 0; j < soundWaves.length; j++) {
var wave = soundWaves[j];
// Calculate distance between character and wave
var dx = character.x - wave.x;
var dy = character.y - wave.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Adjust for wave size
var waveRadius = wave.getChildAt(0).width * wave.getChildAt(0).scale.x / 2;
var distanceFactor = Math.abs(distance - waveRadius) / 200;
// The character is most visible when at the edge of the wave
if (distanceFactor < 1 && distanceFactor < closestDistance) {
closestDistance = distanceFactor;
}
}
// Remember previous distance for state tracking
character.lastDistance = closestDistance;
// Reveal character based on proximity to wave
if (closestDistance < 1) {
character.reveal(1 - closestDistance);
}
}
}; ===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,177 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+
+/****
+* Classes
+****/
+var Character = Container.expand(function () {
+ var self = Container.call(this);
+ var characterGraphics = self.attachAsset('character', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ alpha: 0
+ });
+ // Random rotation
+ characterGraphics.rotation = Math.random() * Math.PI * 2;
+ // Store whether this character has been discovered
+ self.discovered = false;
+ self.lastDistance = 9999;
+ // Method to reveal character temporarily
+ self.reveal = function (intensity) {
+ // Intensity from 0 to 1 based on distance from sound wave
+ if (intensity > 0) {
+ var targetAlpha = Math.min(intensity, 0.8);
+ tween.to(characterGraphics, 0.2, {
+ alpha: targetAlpha
+ });
+ tween.to(characterGraphics, 1.5, {
+ alpha: 0,
+ delay: 0.2
+ });
+ // If character is very visible and wasn't discovered before
+ if (intensity > 0.6 && !self.discovered) {
+ self.discovered = true;
+ LK.getSound('discover').play();
+ // Visual feedback for discovery
+ var originalScale = characterGraphics.scale.x;
+ tween.to(characterGraphics.scale, 0.3, {
+ x: originalScale * 1.3,
+ y: originalScale * 1.3
+ });
+ tween.to(characterGraphics.scale, 0.3, {
+ x: originalScale,
+ y: originalScale,
+ delay: 0.3
+ });
+ }
+ }
+ };
+ return self;
+});
+var SoundWave = Container.expand(function () {
+ var self = Container.call(this);
+ var waveGraphics = self.attachAsset('ripple', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ alpha: 0.4
+ });
+ self.timeAlive = 0;
+ self.maxLifespan = 120; // 2 seconds at 60fps
+ self.update = function () {
+ if (!self.lastTimeAlive) {
+ self.lastTimeAlive = self.timeAlive;
+ }
+ self.timeAlive++;
+ // Expand the wave and fade it out
+ var progress = self.timeAlive / self.maxLifespan;
+ waveGraphics.scale.x = 1 + progress * 5;
+ waveGraphics.scale.y = 1 + progress * 5;
+ waveGraphics.alpha = 0.4 * (1 - progress);
+ // Remove when completed
+ if (self.timeAlive >= self.maxLifespan) {
+ self.destroy();
+ return;
+ }
+ self.lastTimeAlive = self.timeAlive;
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
+// Create arrays to hold game elements
var game = new LK.Game({
backgroundColor: 0x000000
-});
\ No newline at end of file
+});
+
+/****
+* Game Code
+****/
+// Create arrays to hold game elements
+var characters = [];
+var soundWaves = [];
+// Screen dimensions
+var screenWidth = 2048;
+var screenHeight = 2732;
+// Number of characters to create
+var characterCount = 15;
+// Create characters at random positions
+for (var i = 0; i < characterCount; i++) {
+ var character = new Character();
+ // Position randomly on screen with margins
+ character.x = Math.random() * (screenWidth - 400) + 200;
+ character.y = Math.random() * (screenHeight - 400) + 200;
+ // Set random scales for variety
+ var scale = 0.5 + Math.random() * 1.5;
+ character.scale.set(scale, scale);
+ game.addChild(character);
+ characters.push(character);
+}
+// Create instruction text
+var instructionText = new Text2("Tap anywhere to use echolocation", {
+ size: 70,
+ fill: 0xFFFFFF
+});
+instructionText.anchor.set(0.5, 0.5);
+instructionText.x = screenWidth / 2;
+instructionText.y = screenHeight / 2;
+game.addChild(instructionText);
+// Fade out instructions after a delay
+tween.to(instructionText, 2, {
+ alpha: 0,
+ delay: 3,
+ onComplete: function onComplete() {
+ instructionText.destroy();
+ }
+});
+// Create sound waves when tapping the screen
+game.down = function (x, y) {
+ // Create sound wave at tap position
+ var wave = new SoundWave();
+ wave.x = x;
+ wave.y = y;
+ game.addChild(wave);
+ soundWaves.push(wave);
+ // Play echo sound
+ LK.getSound('echo').play();
+ // Flash screen very slightly to indicate tap
+ LK.effects.flashScreen(0x333333, 200);
+};
+// Main update loop
+game.update = function () {
+ // Clean up destroyed waves
+ for (var i = soundWaves.length - 1; i >= 0; i--) {
+ if (!soundWaves[i].parent) {
+ soundWaves.splice(i, 1);
+ }
+ }
+ // Process character reveals based on wave proximity
+ for (var i = 0; i < characters.length; i++) {
+ var character = characters[i];
+ var closestDistance = 9999;
+ // Find closest wave to this character
+ for (var j = 0; j < soundWaves.length; j++) {
+ var wave = soundWaves[j];
+ // Calculate distance between character and wave
+ var dx = character.x - wave.x;
+ var dy = character.y - wave.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ // Adjust for wave size
+ var waveRadius = wave.getChildAt(0).width * wave.getChildAt(0).scale.x / 2;
+ var distanceFactor = Math.abs(distance - waveRadius) / 200;
+ // The character is most visible when at the edge of the wave
+ if (distanceFactor < 1 && distanceFactor < closestDistance) {
+ closestDistance = distanceFactor;
+ }
+ }
+ // Remember previous distance for state tracking
+ character.lastDistance = closestDistance;
+ // Reveal character based on proximity to wave
+ if (closestDistance < 1) {
+ character.reveal(1 - closestDistance);
+ }
+ }
+};
\ No newline at end of file