Code edit (3 edits merged)
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Code edit (1 edits merged)
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update the timer from 600 to 400 in all parts of the code
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the UI target button that acts as a tier, shrinks over time. right now it's defined in the code for it's original size to be 3 times larger than the regular asset, however visually this doesn't happen, it's still the same 1 on 1 ratio as the original asset. ensure it actually is larger when it starts shrinking
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the UI target button size it specified to be 3 times larger than the original, but because of it's timer shrinking function this is not seen. when the button starts decreasing, ensure it's size starts from the intended size of 3 times larger
Code edit (1 edits merged)
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the UI target button should be 1.5 larger than the original asset. this needs to be reflect in it's timer function, so that when it starts shrinking, it's actually larger
Code edit (3 edits merged)
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the UI target button should be 25% larger than the original asset
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now remove the text timer from the code, and only leave the target UI button as the only timer
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remove the parts of the code that make the timer decrease with each round, so that it always tarts from 600
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the timer's value decreases over time, but this means the UI target button also starts from a smaller size each time this decreases, which is not the intended behavior. the target button always has to start from it's original size, but as the timer decreases with each level, that means the target button simply needs to shrink faster, so that it always starts from the same original size
User prompt
the timer's value decreases over time, but this means the UI target button also starts from a smaller size each time this decreases, which is not the intended behavior. the target button always has to start from it's original size, but as the timer decreases with each level, that means the target button simply needs to shrink faster, so that it always starts from the same original size
User prompt
the timer's value decreases over time, but this means the UI target button also starts from a smaller size each time this decreases, which is not the intended behavior. the target button always has to start from it's original size, but as the timer decreases with each level, that means the target button simply needs to shrink faster, so that it always starts from the same original size
User prompt
the timer's value decreases over time, but this means the UI target button also starts from a smaller size each time this decreases, which is not the intended behavior. the target button always has to start from it's original size, but as the timer decreases with each level, that means the target button simply needs to shrink faster, so that it always starts from the same original size
User prompt
the timer's value decreases over time, but this means the UI target button also starts from a smaller size each time this decreases, which is not the intended behavior. the target button always has to start from it's original size, but as the timer decreases with each level, that means the target button simply needs to shrink faster, so that it always starts from the same original size
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the UI button target needs to be correlated to the timer, so it needs to shrink in unison with the timer. so it only becomes a 1 pixel point at the same time when the timer reaches zero
User prompt
the UI button target needs to be correlated to the timer, so it needs to shrink in unison with the timer. so it only becomes a 1 pixel point at the same time when the timer reaches zero
User prompt
the UI button target needs to be correlated to the timer, so it needs to shrink in unison with the timer. so it only becomes a 1 pixel point at the same time when the timer reaches zero
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translate the timer into an animation applied on the UI element that indicates the target. so the UI target button starts from it's current size, but shrinks down until it becomes a single 1 pixel point which correlates to the timer being zero
Code edit (1 edits merged)
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/**** * Classes ****/ var BackgroundContainer = Container.expand(function () { var self = Container.call(this); var backgroundImage = self.attachAsset('background', { anchorX: 0.5, anchorY: 0.5 }); backgroundImage.x = 2048 / 2; backgroundImage.y = 2732 / 2; }); //<Assets used in the game will automatically appear here> // Button class var Button = Container.expand(function (buttonId) { var self = Container.call(this); var buttonGraphics = self.attachAsset(buttonId, { anchorX: 0.5, anchorY: 0.5 }); // Add speed property to Button class self.speed = { x: Math.random() * 2 - 1, y: Math.random() * 2 - 1 }; self.update = function () { // Move the button self.x += self.speed.x; self.y += self.speed.y; // Bounce the button off the screen edges if (self.x - buttonGraphics.width / 2 < 0 || self.x + buttonGraphics.width / 2 > 2048) { self.speed.x *= -1; } if (self.y - buttonGraphics.height / 2 < 0 || self.y + buttonGraphics.height / 2 > 2732) { self.speed.y *= -1; } // Bounce the button off the center area if (Math.abs(self.x - 2048 / 2) < 250 && Math.abs(self.y - 2732 / 2) < 250) { self.speed.x *= -1; self.speed.y *= -1; } }; self.down = function (x, y, obj) { // When the button is clicked, increase the score and move the button to a new random position if (buttonId === currentButtonId) { level += 1; levelTxt.setText(level); self.x = Math.random() * (2048 - buttonGraphics.width) + buttonGraphics.width / 2; self.y = Math.random() * (2732 - buttonGraphics.height - 300) + buttonGraphics.height / 2 + 300; updateButtons(); // Play the 'Correct' sound LK.getSound('Correct').play(); } else { LK.showGameOver(); } }; }); var ButtonDisplay = Container.expand(function () { var self = Container.call(this); var currentButtonId = null; var buttonGraphics = null; self.updateButton = function (buttonId) { if (buttonGraphics) { self.removeChild(buttonGraphics); } currentButtonId = buttonId; buttonGraphics = self.attachAsset(buttonId, { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2 }); buttonGraphics.x = 2048 / 2; buttonGraphics.y = 0; // Position at the top center // Start the animation of the button shrinking self.timerValue = 600; self.updateButtonSize = function (timerValue) { var scale = timerValue / 600; buttonGraphics.scale.set(scale, scale); }; }; }); var ForegroundContainer = Container.expand(function () { var self = Container.call(this); }); var MidgroundContainer = Container.expand(function () { var self = Container.call(this); }); // Timer class var Timer = Container.expand(function () { var self = Container.call(this); var timerValue = 600; self.update = function () { if (timerValue > 0) { timerValue -= 1; buttonDisplay.updateButtonSize(timerValue); // Update the button display as the timer decreases buttonDisplay.updateButtonSize(timerValue); } else { LK.showGameOver(); } }; self.reset = function () { timerValue = 600; buttonDisplay.updateButtonSize(600); // Reset the button size to its original size }; }); var UI = Container.expand(function () { var self = Container.call(this); }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Initialize buttons array var buttons = []; // Initialize and add BackgroundContainer, MidgroundContainer, and ForegroundContainer to the game var backgroundContainer = game.addChild(new BackgroundContainer()); var midgroundContainer = game.addChild(new MidgroundContainer()); var foregroundContainer = game.addChild(new ForegroundContainer()); // Add UI_Holder to the midground container var uiHolder = midgroundContainer.attachAsset('UI_Holder', { anchorX: 0.5, anchorY: 0.5 }); uiHolder.x = 2048 / 2; uiHolder.y = 2732 / 2; // Initialize UI container and add it to the foreground container var uiContainer = foregroundContainer.addChild(new UI()); // Initialize Timer and add it to the UI container var timer = uiContainer.addChild(new Timer()); // Initialize ButtonDisplay var buttonDisplay = uiContainer.addChild(new ButtonDisplay()); buttonDisplay.y = 2732 / 2; // Initialize level variable var level = 1; // Initialize currentButtonId variable var currentButtonId = null; // Function to update buttons based on the current level function updateButtons() { // Clear existing buttons buttons.forEach(function (button) { return button.destroy(); }); buttons = []; // Add buttons based on the current level var availableButtons = []; for (var buttonId in buttonQuantities) { availableButtons.push(buttonId); } if (currentButtonId) { availableButtons = availableButtons.filter(function (buttonId) { return buttonId !== currentButtonId; }); } var randomButtonId = availableButtons[Math.floor(Math.random() * availableButtons.length)]; buttonDisplay.updateButton(randomButtonId); for (var buttonId in buttonQuantities) { var quantity = buttonQuantities[buttonId]; for (var j = 0; j < quantity; j++) { // Ensure only a single instance of the target button if (buttonId === randomButtonId && j > 0) { continue; } var button = new Button(buttonId); do { button.x = Math.random() * (2048 - button.width - 400) + button.width / 2 + 200; button.y = Math.random() * (2732 - button.height - 600) + button.height / 2 + 300; } while (Math.abs(button.x - 2048 / 2) < 250 && Math.abs(button.y - 2732 / 2) < 250); buttons.push(button); if (buttonId === randomButtonId) { foregroundContainer.addChild(button); } else { midgroundContainer.addChild(button); } } } currentButtonId = randomButtonId; // Reset the Timer timer.reset(); // Introduce a new button type and increase existing button quantities each round if (level <= 10) { var newButtonId = 'Button_' + (level + 1); buttonQuantities[newButtonId] = 1; } for (var buttonId in buttonQuantities) { if (buttonId !== currentButtonId) { buttonQuantities[buttonId]++; } else { buttonQuantities[buttonId] = 1; // Ensure target button has only one instance } } // Continue to increase the number of existing buttons infinitely for (var buttonId in buttonQuantities) { if (buttonId !== currentButtonId) { buttonQuantities[buttonId]++; } } } // Initialize level text var levelTxt = new Text2('1', { size: 200, fill: "#ffffff", stroke: "#000000", strokeThickness: 15 }); levelTxt.setText(level.toString()); levelTxt.anchor.set(0.5, 0.5); levelTxt.x = 2048 / 2; levelTxt.y = 200; uiContainer.addChild(levelTxt); // Initialize button quantities for the first round var buttonQuantities = { 'Button_1': 1, 'Button_2': 1 }; // Initialize buttons at the start of the game updateButtons(); // Update function for the game game.update = function () { // No specific update logic for the game }; // Mouse or touch down on the game object game.down = function (x, y, obj) { // No specific logic for game down event }; // Mouse or touch up on the game object game.up = function (x, y, obj) { // No specific logic for game up event }; // Mouse or touch move on the game object game.move = function (x, y, obj) { // No specific logic for game move event };
===================================================================
--- original.js
+++ change.js
@@ -66,10 +66,10 @@
currentButtonId = buttonId;
buttonGraphics = self.attachAsset(buttonId, {
anchorX: 0.5,
anchorY: 0.5,
- scaleX: 1.25,
- scaleY: 1.25
+ scaleX: 2,
+ scaleY: 2
});
buttonGraphics.x = 2048 / 2;
buttonGraphics.y = 0; // Position at the top center
// Start the animation of the button shrinking