Code edit (5 edits merged)
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Code edit (1 edits merged)
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add a stroke to the messagetext ui text
Code edit (11 edits merged)
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once all the messages in the list have been exhausted. refresh the list and start displaying them randomly once again. this cycle repeats infinitely
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now let's add more text messages to the text message system. once every 3 collected points, so when the score shows 3,6,9, etc, change the text message to one random one from the list. once that text has been used, ensure a new one is used, until the entire list has been depleted. here's the list of messages (Find peace in each breath. Balance is the path. Harmony within the moment. Inhale, exhale, be here now. Zen master tranquility. Flow like a gentle stream. Mind still as tranquil waters. Breathe in, let go.)
Code edit (1 edits merged)
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ensure the text message appears above all other elements
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I cant see the textmessage, make sure it's z layer is above the background
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i still cant see the messagetext UI. place it in the center of the screen
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why cant I see the messagetxt UI? are you sure it's displayed above the background z layer?
/**** * Classes ****/ // Define the Hero class var Hero = Container.expand(function () { var self = Container.call(this); var heroBlue = self.createAsset('heroBlue', 'Hero character blue', 0.5, 0.5); var heroYellow = self.createAsset('heroYellow', 'Hero character yellow', 0.5, 0.5); heroBlue.visible = true; heroYellow.visible = false; // Toggle hero color self.toggleColor = function () { heroBlue.visible = !heroBlue.visible; heroYellow.visible = !heroYellow.visible; }; self.speedY = 0; // Hero is static in the center of the screen self.update = function () {}; }); // Define the Coin_Blue class var Coin_Blue = Container.expand(function (x, y) { var self = Container.call(this); var coinGraphics = self.createAsset('coinBlue', 'Blue Coin', 0.5, 0.5); self.x = x; self.y = y; // Move the coin self.speed = 5; self.acceleration = 0.1; self.move = function () { var dx = game.width / 2 - self.x; var dy = game.height / 2 - self.y; var angle = Math.atan2(dy, dx); self.x += Math.cos(angle) * self.speed; self.y += Math.sin(angle) * self.speed; self.speed += self.acceleration; }; // Check if the coin is off-screen self.isOffScreen = function () { return self.x < -coinGraphics.width; }; }); // Define the Coin_Yellow class var Coin_Yellow = Container.expand(function (x, y) { var self = Container.call(this); var coinGraphics = self.createAsset('coinYellow', 'Yellow Coin', 0.5, 0.5); self.x = x; self.y = y; // Move the coin self.speed = 5; self.acceleration = 0.1; self.move = function () { var dx = game.width / 2 - self.x; var dy = game.height / 2 - self.y; var angle = Math.atan2(dy, dx); self.x += Math.cos(angle) * self.speed; self.y += Math.sin(angle) * self.speed; self.speed += self.acceleration; }; // Check if the coin is off-screen self.isOffScreen = function () { return self.x < -coinGraphics.width; }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ // Create and add a background image var background = game.addChild(LK.getAsset('background', 'Game background', 0.5, 0.5)); background.x = game.width / 2; background.y = game.height / 2; background.width = game.width; background.height = game.height; // Initialize important asset arrays and game variables var hero; var obstacles = []; var colors = [0xFF0000, 0x00FF00, 0x0000FF]; // Red, Green, Blue var score = 0; var scoreCounter = 0; var messages = ['Find peace in each breath.', 'Balance is the path.', 'Harmony within the moment.', 'Inhale, exhale, be here now.', 'Zen master tranquility.', 'Flow like a gentle stream.', 'Mind still as tranquil waters.', 'Breathe in, let go.']; var scoreTxt; var obstacleTimer = 0; var gameOver = false; // Create the hero and set initial color to blue hero = game.addChild(new Hero()); hero.x = game.width / 2; hero.y = game.height / 2; // Create the score text scoreTxt = new Text2('0', { size: 120, fill: "#ffffff", stroke: "#000000", strokeThickness: 10 }); scoreTxt.anchor.set(0.5, 0); scoreTxt.y -= 80; LK.gui.center.addChild(scoreTxt); // Create a new UI element at the bottom of the board var messageTxt = new Text2('Remember to breathe.', { size: 100, fill: "#ffffff" }); messageTxt.anchor.set(0.5, 0.5); messageTxt.x = game.width / 50; messageTxt.y = game.height / 25; LK.gui.top.addChild(messageTxt); // Handle the tap event to toggle the hero's color game.on('down', function (obj) { if (!gameOver) { hero.toggleColor(); } }); // Game tick event LK.on('tick', function () { if (!gameOver) { // Update the hero hero.update(); var spawnPoints = [{ x: 0, y: 0 }, { x: game.width, y: 0 }, { x: 0, y: game.height }, { x: game.width, y: game.height }]; // Add a new coin every 60 frames (1 second) obstacleTimer++; if (obstacleTimer >= Math.max(40, 100 - score)) { obstacleTimer = 0; // If all spawn points have been used, replenish them if (spawnPoints.length === 0) { spawnPoints = [{ x: 0, y: 0 }, { x: game.width, y: 0 }, { x: 0, y: game.height }, { x: game.width, y: game.height }]; } // Select a random spawn point and remove it from the array var spawnIndex = Math.floor(Math.random() * spawnPoints.length); var spawnPoint = spawnPoints[spawnIndex]; spawnPoints.splice(spawnIndex, 1); // Generate a random coin type var coinType = Math.random() < 0.5 ? Coin_Blue : Coin_Yellow; // Spawn the coin at the selected spawn point var coin = new coinType(spawnPoint.x, spawnPoint.y); obstacles.push(coin); game.addChild(coin); } // Update coins for (var i = obstacles.length - 1; i >= 0; i--) { obstacles[i].move(); // Check for collision if (hero.intersects(obstacles[i])) { if (obstacles[i] instanceof Coin_Blue && hero.children[0].visible || obstacles[i] instanceof Coin_Yellow && hero.children[1].visible) { // Increment score when correct coin is collected score++; scoreCounter++; scoreTxt.setText(score.toString()); if (scoreCounter % 3 == 0) { if (messages.length == 0) { messages = ['Find peace in each breath.', 'Balance is the path.', 'Harmony within the moment.', 'Inhale, exhale, be here now.', 'Zen master tranquility.', 'Flow like a gentle stream.', 'Mind still as tranquil waters.', 'Breathe in, let go.']; } var messageIndex = Math.floor(Math.random() * messages.length); messageTxt.setText(messages[messageIndex]); messages.splice(messageIndex, 1); } // Add animation to score text scoreTxt.anchor.set(0.5, 0.1); scoreTxt.scale.set(1.25, 1.25); LK.setTimeout(function () { scoreTxt.scale.set(1, 1); scoreTxt.anchor.set(0.5, 0.1); }, 100); obstacles[i].destroy(); obstacles.splice(i, 1); } else { gameOver = true; LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } // Remove off-screen coins if (obstacles[i] && obstacles[i].isOffScreen()) { obstacles[i].destroy(); obstacles.splice(i, 1); } } } });
===================================================================
--- original.js
+++ change.js
@@ -175,9 +175,12 @@
// Increment score when correct coin is collected
score++;
scoreCounter++;
scoreTxt.setText(score.toString());
- if (scoreCounter % 3 == 0 && messages.length > 0) {
+ if (scoreCounter % 3 == 0) {
+ if (messages.length == 0) {
+ messages = ['Find peace in each breath.', 'Balance is the path.', 'Harmony within the moment.', 'Inhale, exhale, be here now.', 'Zen master tranquility.', 'Flow like a gentle stream.', 'Mind still as tranquil waters.', 'Breathe in, let go.'];
+ }
var messageIndex = Math.floor(Math.random() * messages.length);
messageTxt.setText(messages[messageIndex]);
messages.splice(messageIndex, 1);
}
minimalist meditation background. no elements. pixelated. 8 bit.. Single Game Texture. In-Game asset. 2d. High contrast. No shadows.
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white round ball with black edges. has a black infinity logo inprinted on it. pixelated. 8 bit.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
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white circle with a thin black paintbrushed outline. minimalist. pixelated. 8 bit.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.