User prompt
add false start sound and new best score sound
User prompt
Let there be different backgrounds before and after the game (at the very back)
User prompt
Green light and sound at the same time
User prompt
Add background (leave behind the lights at the back)
User prompt
You deleted all the sounds, there should only be 5 red light sounds, one for each light
User prompt
The sound of one red light is too much, there should be 5
User prompt
(for all sounds) The sounds are late, let it be a little earlier
User prompt
The sounds are late, let it be a little earlier
User prompt
add a green light sound
User prompt
add a sounds for all lights
User prompt
add a sound of f1 lights
User prompt
best time always visible
User prompt
Please fix the bug: 'Uncaught TypeError: storage.set is not a function' in or related to this line: 'storage.set(BEST_TIME_KEY, bestTime);' Line Number: 230 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'storage.getItem is not a function' in or related to this line: 'var storedBest = storage.getItem(BEST_TIME_KEY);' Line Number: 101 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'storage.load is not a function' in or related to this line: 'var storedBest = storage.load(BEST_TIME_KEY);' Line Number: 101
User prompt
Please fix the bug: 'storage.get is not a function' in or related to this line: 'var storedBest = storage.get(BEST_TIME_KEY);' Line Number: 101
User prompt
Please fix the bug: 'storage.has is not a function' in or related to this line: 'if (storage.has(BEST_TIME_KEY)) {' Line Number: 101
User prompt
add shortest time done ( best time )
User prompt
delete background
User prompt
Add a background assets
User prompt
delete the shape
User prompt
Shape is on the top pls make it a background
User prompt
We need a background for starting , playing and ending
User prompt
We need to background. And a table for lights. And reaction time is a look like 0.287
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
// Light class: represents a single light (red or green)
var StartLight = Container.expand(function () {
var self = Container.call(this);
// By default, start as "off" (invisible)
self.state = 'off'; // 'off', 'red', 'green'
self.lightAsset = null;
// Set state: 'off', 'red', 'green'
self.setState = function (state) {
if (self.lightAsset) {
self.removeChild(self.lightAsset);
self.lightAsset = null;
}
self.state = state;
if (state === 'red') {
self.lightAsset = self.attachAsset('redLight', {
anchorX: 0.5,
anchorY: 0.5
});
self.lightAsset.alpha = 1;
} else if (state === 'green') {
self.lightAsset = self.attachAsset('greenLight', {
anchorX: 0.5,
anchorY: 0.5
});
self.lightAsset.alpha = 1;
}
// else: off, do not show anything
};
// Flash effect for green
self.flashGreen = function () {
if (self.state === 'green' && self.lightAsset) {
self.lightAsset.alpha = 0.5;
tween(self.lightAsset, {
alpha: 1
}, {
duration: 200,
easing: tween.easeOut
});
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
// No title, no description
// Always backgroundColor is black
backgroundColor: 0x000000
});
/****
* Game Code
****/
// --- Layout constants ---
// 5 red lights (circles), 1 green light (circle), warning text, result text
// We'll use shapes for the lights
// Red light asset
// Green light asset
// We'll use tween for light animations
// shape asset is only used as a background in background containers, not as a top shape
var NUM_LIGHTS = 5;
var LIGHT_SPACING = 260; // px between lights
var LIGHT_Y = 900; // vertical position of lights
// Center the row of lights, accounting for the width of a light
var LIGHT_WIDTH = 180; // matches asset width
var LIGHT_TABLE_WIDTH = (NUM_LIGHTS - 1) * LIGHT_SPACING + LIGHT_WIDTH;
var LIGHT_START_X = (2048 - LIGHT_TABLE_WIDTH) / 2 + LIGHT_WIDTH / 2;
// --- State variables ---
var lights = [];
var currentPhase = 'idle'; // 'idle', 'lights', 'waitGreen', 'green', 'result', 'falseStart'
var lightIndex = 0;
var timers = [];
var greenTimestamp = 0;
var tapTimestamp = 0;
var resultText = null;
var warningText = null;
var instructionText = null;
// --- GUI elements ---
var guiResultText = null;
// --- Best time tracking ---
var bestTime = null;
var BEST_TIME_KEY = "f1_best_time";
// Load best time from storage if available
var storedBest = storage[BEST_TIME_KEY];
if (storedBest !== null && storedBest !== undefined) {
bestTime = storedBest;
}
// --- Background containers ---
// (Backgrounds removed)
// --- Helper functions ---
function clearTimers() {
for (var i = 0; i < timers.length; ++i) {
LK.clearTimeout(timers[i]);
}
timers = [];
}
function resetLights() {
for (var i = 0; i < lights.length; ++i) {
lights[i].setState('off');
}
}
function showInstruction(msg) {
if (!instructionText) {
instructionText = new Text2(msg, {
size: 90,
fill: 0xFFFFFF
});
instructionText.anchor.set(0.5, 0);
LK.gui.top.addChild(instructionText);
instructionText.y = 180;
}
instructionText.setText(msg);
instructionText.visible = true;
}
function hideInstruction() {
if (instructionText) instructionText.visible = false;
}
function showWarning(msg) {
if (!warningText) {
warningText = new Text2(msg, {
size: 120,
fill: 0xFF4444
});
warningText.anchor.set(0.5, 0.5);
LK.gui.center.addChild(warningText);
}
warningText.setText(msg);
warningText.visible = true;
}
function hideWarning() {
if (warningText) warningText.visible = false;
}
function showResult(msg) {
if (!resultText) {
resultText = new Text2(msg, {
size: 120,
fill: 0x22FF22
});
resultText.anchor.set(0.5, 0.5);
LK.gui.center.addChild(resultText);
}
resultText.setText(msg);
resultText.visible = true;
}
function hideResult() {
if (resultText) resultText.visible = false;
}
// --- Game logic ---
function startSequence() {
clearTimers();
resetLights();
hideWarning();
hideResult();
showInstruction("Wait for green, then tap as fast as you can!");
currentPhase = 'lights';
lightIndex = 0;
// Start lighting up the reds, one by one
timers.push(LK.setTimeout(lightNext, 700));
}
function lightNext() {
if (lightIndex < NUM_LIGHTS) {
lights[lightIndex].setState('red');
lightIndex += 1;
timers.push(LK.setTimeout(lightNext, 700));
} else {
// All reds are on, now wait random time before green
currentPhase = 'waitGreen';
// Random delay: 0.7s to 2.2s
var delay = 700 + Math.floor(Math.random() * 1500);
timers.push(LK.setTimeout(showGreen, delay));
}
}
function showGreen() {
// All lights turn green
for (var i = 0; i < lights.length; ++i) {
lights[i].setState('green');
lights[i].flashGreen();
}
currentPhase = 'green';
greenTimestamp = Date.now();
showInstruction("GO!");
}
function handleTap() {
if (currentPhase === 'idle' || currentPhase === 'result' || currentPhase === 'falseStart') {
// Start new round
startSequence();
return;
}
if (currentPhase === 'lights' || currentPhase === 'waitGreen') {
// False start!
clearTimers();
currentPhase = 'falseStart';
hideInstruction();
showWarning("False Start!\nTap to try again");
resetLights();
return;
}
if (currentPhase === 'green') {
tapTimestamp = Date.now();
var reaction = tapTimestamp - greenTimestamp;
currentPhase = 'result';
hideInstruction();
// Check and update best time
var isBest = false;
if (bestTime === null || reaction < bestTime) {
bestTime = reaction;
storage.set(BEST_TIME_KEY, bestTime);
isBest = true;
}
var resultMsg = "Reaction Time:\n" + formatReaction(reaction);
if (bestTime !== null) {
resultMsg += "\nBest: " + formatReaction(bestTime);
}
if (isBest) {
resultMsg += "\n(New Record!)";
}
resultMsg += "\n\nTap to try again";
showResult(resultMsg);
resetLights();
return;
}
}
function formatReaction(ms) {
// Always show as seconds with 3 decimals, e.g. 0.287
var seconds = ms / 1000;
var str = seconds.toFixed(3);
return str;
}
// --- Setup lights ---
for (var i = 0; i < NUM_LIGHTS; ++i) {
var light = new StartLight();
light.x = LIGHT_START_X + i * LIGHT_SPACING;
light.y = LIGHT_Y;
light.setState('off');
game.addChild(light);
lights.push(light);
}
// --- Setup instruction text ---
showInstruction("Tap to start!");
// --- Input handling ---
game.down = function (x, y, obj) {
handleTap();
};
// --- Clean up on game over (not needed, but for completeness) ---
game.destroy = function () {
clearTimers();
};
// --- Start in idle state ---
currentPhase = 'idle';
// --- No update loop needed ---; ===================================================================
--- original.js
+++ change.js
@@ -91,9 +91,9 @@
// --- Best time tracking ---
var bestTime = null;
var BEST_TIME_KEY = "f1_best_time";
// Load best time from storage if available
-var storedBest = storage.getItem(BEST_TIME_KEY);
+var storedBest = storage[BEST_TIME_KEY];
if (storedBest !== null && storedBest !== undefined) {
bestTime = storedBest;
}
// --- Background containers ---