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 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; } // 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 ****/ // 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 = 25; // 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); 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); // Increase force based on progress (more force as game goes on) var forceMagnitude = 10 + (MAX_BUMP_FORCE - 10) * gameProgress; // 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() { var centerX = 2048 / 2; var centerY = 2732 / 2; var dx = player.x - centerX; var dy = player.y - centerY; 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.style.fill = 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; // Start music LK.playMusic('bgMusic', { fade: { start: 0, end: 0.5, duration: 1000 } }); } // 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(); } // Win condition if (gameTimer >= GAME_DURATION) { LK.getSound('win').play(); LK.effects.flashScreen(0x00FF00, 1000); LK.showYouWin(); return; } };
===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,380 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+
+/****
+* Classes
+****/
+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;
+ }
+ // 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: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x111111
+});
+
+/****
+* Game Code
+****/
+// 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 = 25;
+// 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);
+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);
+ // Increase force based on progress (more force as game goes on)
+ var forceMagnitude = 10 + (MAX_BUMP_FORCE - 10) * gameProgress;
+ // 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() {
+ var centerX = 2048 / 2;
+ var centerY = 2732 / 2;
+ var dx = player.x - centerX;
+ var dy = player.y - centerY;
+ 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.style.fill = 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;
+ // Start music
+ LK.playMusic('bgMusic', {
+ fade: {
+ start: 0,
+ end: 0.5,
+ duration: 1000
+ }
+ });
+}
+// 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();
+ }
+ // Win condition
+ if (gameTimer >= GAME_DURATION) {
+ LK.getSound('win').play();
+ LK.effects.flashScreen(0x00FF00, 1000);
+ LK.showYouWin();
+ return;
+ }
+};
\ No newline at end of file