User prompt
Make it so In Hardcore the Ball the player Controls Stays the same as In regular mode and Every Bump, The Circle you need to keep The ball In Teleports Somewhere Random
User prompt
Make Hardcore Mode Have the "Ball going away from Circle" Be faster and Make it So The Circle During Hardcore Mode Is The One That teleports and Not the ball, And make Hardcore say "Good luck."
User prompt
Make it So every Time The Mode changes, The Music Changes And The Previous One Stops
User prompt
Make it so once Hardcore Mode is Activated, Music "hardcorebg" Starts playing, When Turned off, The regular Music Goes back on
User prompt
Make it so When Hardcore Mode is Activated you Can Click The Button Again to return to Regular Circle Crisis and When you Activate Hardcore mode An Evil Laughter Plays
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'fill')' in or related to this line: 'instructionText.style.fill = "#FFFFFF";' Line Number: 429
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'fill')' in or related to this line: 'instructionText.style.fill = "#FFFFFF";' Line Number: 421
User prompt
Add a Button That Makes the Game Harder called "HARDCORE MODE" That once Clicked, Restarts The project But Makes it harder, Every bump Will Teleport The Circle Randomly in Hardcore Mode
User prompt
Make it so The Ball The Player Controls Slowly Goes Away from the Circle on the Middle And Make Bumps Bigger ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Add an Insane beat in the background
Code edit (1 edits merged)
Please save this source code
User prompt
Circle Crisis
Initial prompt
A game Where You Can Drag a Circle and Every 5 to 11 seconds, It gets Bumped away from a Circle which is in the Center, Keep the Circle inside The Circle for 2 minutes to win, If The circle stays out for 7 seconds its game over, with an intense beat Playing in the background and text saying "KEEP THE CIRCLE IN THE MIDDLE"
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var HardcoreButton = Container.expand(function () { var self = Container.call(this); // Create button background var btnBackground = self.attachAsset('safeZone', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.3, tint: 0xFF0000 }); // Create button text var btnText = new Text2('HARDCORE MODE', { size: 60, fill: 0xFFFFFF }); btnText.anchor.set(0.5, 0.5); self.addChild(btnText); // Handle button press self.down = function (x, y, obj) { // Visual feedback tween(btnBackground, { scaleX: 0.75, scaleY: 0.28 }, { duration: 100 }); }; // Handle button release self.up = function (x, y, obj) { // Visual feedback tween(btnBackground, { scaleX: 0.8, scaleY: 0.3 }, { duration: 100, onFinish: function onFinish() { // Toggle hardcore mode flag window.hardcoreMode = !window.hardcoreMode; // Update button text and color btnText.setText(window.hardcoreMode ? 'NORMAL MODE' : 'HARDCORE MODE'); btnBackground.tint = window.hardcoreMode ? 0x00FF00 : 0xFF0000; // Stop any currently playing music first LK.stopMusic(); // Play evil laugh when entering hardcore mode if (window.hardcoreMode) { LK.getSound('evilLaugh').play(); // Play hardcore music LK.playMusic('hardcorebg', { fade: { start: 0, end: 1.0, duration: 800 } }); } else { // Play normal mode music LK.playMusic('bgMusic', { fade: { start: 0, end: 1.0, duration: 800 } }); } initGame(); } }); }; return self; }); var PlayerCircle = Container.expand(function () { var self = Container.call(this); var circleGraphics = self.attachAsset('playerCircle', { anchorX: 0.5, anchorY: 0.5 }); // Pulse animation for player self.startPulse = function () { tween(circleGraphics, { scaleX: 1.1, scaleY: 1.1 }, { duration: 400, easing: tween.easeInOut, onFinish: function onFinish() { tween(circleGraphics, { scaleX: 1, scaleY: 1 }, { duration: 400, easing: tween.easeInOut, onFinish: self.startPulse }); } }); }; self.stopPulse = function () { tween.stop(circleGraphics, { scaleX: true, scaleY: true }); tween(circleGraphics, { scaleX: 1, scaleY: 1 }, { duration: 300 }); }; self.applyForce = function (angle, magnitude) { var vx = Math.cos(angle) * magnitude; var vy = Math.sin(angle) * magnitude; self.vx = vx; self.vy = vy; }; self.vx = 0; self.vy = 0; self.friction = 0.95; self.update = function () { // Apply velocity if (!self.isDragging) { self.x += self.vx; self.y += self.vy; // Apply friction self.vx *= self.friction; self.vy *= self.friction; // Stop if velocity is very small if (Math.abs(self.vx) < 0.1) self.vx = 0; if (Math.abs(self.vy) < 0.1) self.vy = 0; // Add slow drift away from center - in both modes, drift away from safe zone var dx = self.x - safeZone.x; var dy = self.y - safeZone.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 10) { // Only apply drift if not exactly at center var angle = Math.atan2(dy, dx); // Keep consistent drift force regardless of mode var driftForce = 0.15; self.vx += Math.cos(angle) * driftForce; self.vy += Math.sin(angle) * driftForce; } } // Constrain to screen bounds if (self.x < 50) { self.x = 50; self.vx *= -0.5; } if (self.x > 2048 - 50) { self.x = 2048 - 50; self.vx *= -0.5; } if (self.y < 50) { self.y = 50; self.vy *= -0.5; } if (self.y > 2732 - 50) { self.y = 2732 - 50; self.vy *= -0.5; } }; self.isDragging = false; // Set initial state self.startPulse(); return self; }); var SafeZone = Container.expand(function () { var self = Container.call(this); var zoneGraphics = self.attachAsset('safeZone', { anchorX: 0.5, anchorY: 0.5, alpha: 0.5 }); // Pulse animation for safe zone self.startPulse = function () { tween(zoneGraphics, { alpha: 0.7 }, { duration: 800, easing: tween.easeInOut, onFinish: function onFinish() { tween(zoneGraphics, { alpha: 0.4 }, { duration: 800, easing: tween.easeInOut, onFinish: self.startPulse }); } }); }; self.stopPulse = function () { tween.stop(zoneGraphics, { alpha: true }); }; self.shrink = function () { tween(zoneGraphics, { scaleX: 0.9, scaleY: 0.9 }, { duration: 1000, easing: tween.easeOut }); }; self.grow = function () { tween(zoneGraphics, { scaleX: 1, scaleY: 1 }, { duration: 500, easing: tween.bounceOut }); }; // Set initial state self.startPulse(); return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x111111 }); /**** * Game Code ****/ // Hardcore mode flag window.hardcoreMode = false; // Game constants var GAME_DURATION = 120000; // 2 minutes var DANGER_TIMEOUT = 7000; // 7 seconds var MIN_BUMP_INTERVAL = 5000; // 5 seconds var MAX_BUMP_INTERVAL = 11000; // 11 seconds var MAX_BUMP_FORCE = 40; // Increased from 25 for stronger bumps // Add hardcore button var hardcoreButton = new HardcoreButton(); hardcoreButton.x = 2048 - 150; hardcoreButton.y = 120; // Update button text based on current mode hardcoreButton.children[1].setText(window.hardcoreMode ? 'NORMAL MODE' : 'HARDCORE MODE'); hardcoreButton.children[0].tint = window.hardcoreMode ? 0x00FF00 : 0xFF0000; game.addChild(hardcoreButton); // Game state variables var gameTimer = 0; var outOfSafeZoneTimer = 0; var isPlayerInSafeZone = true; var lastBumpTime = 0; var nextBumpTime = 0; var dragNode = null; // Create the safe zone var safeZone = new SafeZone(); safeZone.x = 2048 / 2; safeZone.y = 2732 / 2; game.addChild(safeZone); // Create the player circle var player = new PlayerCircle(); player.x = 2048 / 2; player.y = 2732 / 2; game.addChild(player); // UI Elements var timerText = new Text2('2:00', { size: 100, fill: 0xFFFFFF }); timerText.anchor.set(0.5, 0); LK.gui.top.addChild(timerText); var instructionText = new Text2('KEEP THE CIRCLE IN THE MIDDLE', { size: 70, fill: 0xFFFFFF }); instructionText.anchor.set(0.5, 0); instructionText.y = 120; LK.gui.top.addChild(instructionText); // Add pulsing animation to instruction text synchronized with beat function pulseInstructionText() { tween(instructionText, { scaleX: 1.1, scaleY: 1.1 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { tween(instructionText, { scaleX: 1.0, scaleY: 1.0 }, { duration: 300, easing: tween.easeIn, onFinish: pulseInstructionText }); } }); } pulseInstructionText(); var warningText = new Text2('WARNING: RETURN TO SAFE ZONE!', { size: 70, fill: 0xFF3333 }); warningText.anchor.set(0.5, 0); warningText.y = timerText.height + instructionText.height + 150; warningText.alpha = 0; LK.gui.top.addChild(warningText); // Format time as MM:SS function formatTime(ms) { var seconds = Math.floor(ms / 1000); var minutes = Math.floor(seconds / 60); seconds = seconds % 60; return minutes + ':' + (seconds < 10 ? '0' : '') + seconds; } // Schedule the next random bump function scheduleNextBump() { var interval = MIN_BUMP_INTERVAL + Math.random() * (MAX_BUMP_INTERVAL - MIN_BUMP_INTERVAL); nextBumpTime = lastBumpTime + interval; } // Apply a random force to push player away from center function applyRandomBump() { // Calculate angle away from center var centerX = 2048 / 2; var centerY = 2732 / 2; var dx = player.x - centerX; var dy = player.y - centerY; var angle = Math.atan2(dy, dx); // If player is at center, use a random angle if (Math.abs(dx) < 10 && Math.abs(dy) < 10) { angle = Math.random() * Math.PI * 2; } // Get current game progress (0 to 1) var gameProgress = Math.min(gameTimer / GAME_DURATION, 1); if (window.hardcoreMode) { // In hardcore mode, teleport the SAFE ZONE to a random position var screenMargin = 150; var randomX, randomY; // Make sure we don't teleport too close to edges randomX = Math.random() * (2048 - 2 * screenMargin) + screenMargin; randomY = Math.random() * (2732 - 2 * screenMargin) + screenMargin; // Teleport safe zone safeZone.x = randomX; safeZone.y = randomY; // Add stronger visual effect for hardcore mode LK.effects.flashScreen(0xFF4400, 300); // Display "Good Luck" message instructionText.setText("HARDCORE MODE: GOOD LUCK."); } else { // Normal mode - apply force // Increase force based on progress (more force as game goes on) var forceMagnitude = 20 + (MAX_BUMP_FORCE - 20) * gameProgress; // Starting force increased from 10 to 20 // Apply the force player.applyForce(angle, forceMagnitude); } // Play bump sound LK.getSound('bump').play(); // Visual effect - flash screen slightly LK.effects.flashScreen(0xFFFFFF, 200); // Record time of bump and schedule next one lastBumpTime = LK.ticks * (1000 / 60); // Convert ticks to ms scheduleNextBump(); } // Check if player is in safe zone function checkPlayerInSafeZone() { // In both modes, we need to check the distance to the safe zone // In normal mode, safe zone is centered, but in hardcore, it could be anywhere var dx = player.x - safeZone.x; var dy = player.y - safeZone.y; var distance = Math.sqrt(dx * dx + dy * dy); // Safe zone radius is half the width of the safeZone asset var safeZoneRadius = safeZone.children[0].width / 2; return distance < safeZoneRadius; } // Handle warning display function updateWarning() { if (!isPlayerInSafeZone) { // Danger progress (0 to 1) var dangerProgress = outOfSafeZoneTimer / DANGER_TIMEOUT; // Scale warning text based on danger progress var scale = 1 + dangerProgress * 0.3; warningText.scale.set(scale, scale); // Fade in warning if it's not already visible if (warningText.alpha < 1) { tween(warningText, { alpha: 1 }, { duration: 300 }); } // Change text color between red and white for urgency if (dangerProgress > 0.7) { if (LK.ticks % 15 === 0) { // Flash every quarter second warningText.setText(warningText.text); // Ensure text is refreshed if (warningText.style && warningText.style.fill) { warningText.style.fill = warningText.style.fill === "#FF3333" ? "#FFFFFF" : "#FF3333"; } else { // Fallback if style is not properly initialized warningText.setText(warningText.text, { fill: warningText.style && warningText.style.fill === "#FF3333" ? "#FFFFFF" : "#FF3333" }); } } } } else { // Fade out warning if (warningText.alpha > 0) { tween(warningText, { alpha: 0 }, { duration: 300 }); } } } // Start the game function initGame() { // Initialize game state gameTimer = 0; outOfSafeZoneTimer = 0; isPlayerInSafeZone = true; lastBumpTime = 0; scheduleNextBump(); // Reset positions player.x = 2048 / 2; player.y = 2732 / 2; player.vx = 0; player.vy = 0; // Reset safe zone position to center safeZone.x = 2048 / 2; safeZone.y = 2732 / 2; // Update UI for hardcore mode if active if (window.hardcoreMode) { // Change title text to indicate hardcore mode with "Good luck" instructionText.setText("HARDCORE MODE: GOOD LUCK."); if (!instructionText.style) instructionText.style = {}; instructionText.style.fill = "#FF3333"; // Make the safe zone smaller in hardcore mode safeZone.children[0].scale.set(0.8, 0.8); // Update hardcore button text and color if (hardcoreButton) { hardcoreButton.children[1].setText('NORMAL MODE'); hardcoreButton.children[0].tint = 0x00FF00; } } else { // Reset to normal mode text instructionText.setText("KEEP THE CIRCLE IN THE MIDDLE"); if (!instructionText.style) instructionText.style = {}; instructionText.style.fill = "#FFFFFF"; // Reset safe zone size safeZone.children[0].scale.set(1, 1); // Update hardcore button text and color if (hardcoreButton) { hardcoreButton.children[1].setText('HARDCORE MODE'); hardcoreButton.children[0].tint = 0xFF0000; } } // Music is now handled by the hardcore button // We don't need to start music here as it would cause duplicates // when toggling modes via the button // This section is kept for when the game is initially loaded if (gameTimer === 0 && outOfSafeZoneTimer === 0) { if (!window.hardcoreMode) { // Normal mode music LK.playMusic('bgMusic', { fade: { start: 0, end: 1.0, // Set to full volume for intense beat duration: 800 } }); } else { // Hardcore mode music - music is already playing from button press // but ensure it's playing in case initGame is called directly LK.playMusic('hardcorebg', { fade: { start: 0, end: 1.0, duration: 800 } }); } } } // Handle dragging function handleMove(x, y, obj) { if (dragNode) { dragNode.x = x; dragNode.y = y; dragNode.isDragging = true; // Reset velocity when dragging dragNode.vx = 0; dragNode.vy = 0; } } // Mouse/touch handlers game.down = function (x, y, obj) { // Start dragging the player dragNode = player; handleMove(x, y, obj); }; game.up = function (x, y, obj) { if (dragNode) { dragNode.isDragging = false; dragNode = null; } }; game.move = handleMove; // Initialize the game initGame(); // Game update loop game.update = function () { // Update game timer gameTimer += 1000 / 60; // Increment by ms per frame // Update timer display var timeLeft = Math.max(0, GAME_DURATION - gameTimer); timerText.setText(formatTime(timeLeft)); // Check if player is in safe zone var wasInSafeZone = isPlayerInSafeZone; isPlayerInSafeZone = checkPlayerInSafeZone(); // Handle transitions between in/out of safe zone if (wasInSafeZone && !isPlayerInSafeZone) { // Just left safe zone safeZone.shrink(); outOfSafeZoneTimer = 0; } else if (!wasInSafeZone && isPlayerInSafeZone) { // Just returned to safe zone safeZone.grow(); } // Update danger timer if outside safe zone if (!isPlayerInSafeZone) { outOfSafeZoneTimer += 1000 / 60; // Play warning sound at specific thresholds if (outOfSafeZoneTimer >= DANGER_TIMEOUT * 0.5 && LK.ticks % 30 === 0) { LK.getSound('warning').play(); } // Game over condition if (outOfSafeZoneTimer >= DANGER_TIMEOUT) { LK.getSound('lose').play(); LK.effects.flashScreen(0xFF0000, 1000); LK.showGameOver(); return; } } else { outOfSafeZoneTimer = 0; } // Update warning display updateWarning(); // Check for random bump time var currentTime = LK.ticks * (1000 / 60); if (nextBumpTime > 0 && currentTime >= nextBumpTime) { applyRandomBump(); } // Add visual beat pulse every second if (LK.ticks % 60 === 0) { // Flash safe zone with beat LK.effects.flashObject(safeZone, 0x00FFFF, 200); // Apply small "bump" to instruction text with beat tween(instructionText, { y: instructionText.y - 5 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(instructionText, { y: 120 }, { duration: 100, easing: tween.easeIn }); } }); } // Win condition if (gameTimer >= GAME_DURATION) { LK.getSound('win').play(); LK.effects.flashScreen(0x00FF00, 1000); LK.showYouWin(); return; } };
===================================================================
--- original.js
+++ change.js
@@ -133,19 +133,17 @@
self.vy *= self.friction;
// Stop if velocity is very small
if (Math.abs(self.vx) < 0.1) self.vx = 0;
if (Math.abs(self.vy) < 0.1) self.vy = 0;
- // Add slow drift away from center
- var centerX = 2048 / 2;
- var centerY = 2732 / 2;
- var dx = self.x - centerX;
- var dy = self.y - centerY;
+ // Add slow drift away from center - in both modes, drift away from safe zone
+ var dx = self.x - safeZone.x;
+ var dy = self.y - safeZone.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 10) {
// Only apply drift if not exactly at center
var angle = Math.atan2(dy, dx);
- // Increased drift force in hardcore mode
- var driftForce = window.hardcoreMode ? 0.4 : 0.15; // Faster in hardcore mode
+ // Keep consistent drift force regardless of mode
+ var driftForce = 0.15;
self.vx += Math.cos(angle) * driftForce;
self.vy += Math.sin(angle) * driftForce;
}
}
@@ -348,8 +346,10 @@
safeZone.x = randomX;
safeZone.y = randomY;
// Add stronger visual effect for hardcore mode
LK.effects.flashScreen(0xFF4400, 300);
+ // Display "Good Luck" message
+ instructionText.setText("HARDCORE MODE: GOOD LUCK.");
} else {
// Normal mode - apply force
// Increase force based on progress (more force as game goes on)
var forceMagnitude = 20 + (MAX_BUMP_FORCE - 20) * gameProgress; // Starting force increased from 10 to 20
@@ -365,12 +365,12 @@
scheduleNextBump();
}
// Check if player is in safe zone
function checkPlayerInSafeZone() {
- var centerX = 2048 / 2;
- var centerY = 2732 / 2;
- var dx = player.x - centerX;
- var dy = player.y - centerY;
+ // In both modes, we need to check the distance to the safe zone
+ // In normal mode, safe zone is centered, but in hardcore, it could be anywhere
+ var dx = player.x - safeZone.x;
+ var dy = player.y - safeZone.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Safe zone radius is half the width of the safeZone asset
var safeZoneRadius = safeZone.children[0].width / 2;
return distance < safeZoneRadius;
@@ -429,8 +429,11 @@
player.x = 2048 / 2;
player.y = 2732 / 2;
player.vx = 0;
player.vy = 0;
+ // Reset safe zone position to center
+ safeZone.x = 2048 / 2;
+ safeZone.y = 2732 / 2;
// Update UI for hardcore mode if active
if (window.hardcoreMode) {
// Change title text to indicate hardcore mode with "Good luck"
instructionText.setText("HARDCORE MODE: GOOD LUCK.");