User prompt
For now lets just add the temp changes but leave the level counter as is for now. Ill think of the level counter changes in the meantime that would be cool and fun.
Code edit (3 edits merged)
Please save this source code
User prompt
pixel art red arcade button top-down view, glowing red, 128x128 pixel art blue arcade button top-down view, glowing blue, 128x128 pixel art green arcade button top-down view, glowing green, 128x128 pixel art yellow arcade button top-down view, glowing yellow, 128x128
User prompt
make the pads double in size please. they are still too small
User prompt
pixel art red arcade button top-down view, glowing red, 64x64 pixel art blue arcade button top-down view, glowing blue, 64x64 pixel art green arcade button top-down view, glowing green, 64x64 pixel art yellow arcade button top-down view, glowing yellow, 64x64
Code edit (1 edits merged)
Please save this source code
User prompt
pixel art red arcade button top-down view, glowing red, 32x32 pixel art blue arcade button top-down view, glowing blue, 32x32 pixel art green arcade button top-down view, glowing green, 32x32 pixel art yellow arcade button top-down view, glowing yellow, 32x32
User prompt
Please fix the bug: 'Cannot set properties of null (setting 'alpha')' in or related to this line: 'self.padAsset.alpha = 0.85;' Line Number: 90
Code edit (1 edits merged)
Please save this source code
Initial prompt
Simon Says: Color Match
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Pad class for colored buttons
var Pad = Container.expand(function () {
var self = Container.call(this);
// Properties: colorName, soundId, assetId, index
self.colorName = '';
self.soundId = '';
self.assetId = '';
self.index = 0;
// Attach asset
var padAsset = null;
self.initPad = function (colorName, soundId, assetId, index) {
self.colorName = colorName;
self.soundId = soundId;
self.assetId = assetId;
self.index = index;
padAsset = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 2
});
// For touch feedback, store reference
self.padAsset = padAsset;
};
// Flash the pad (light up effect)
self.flash = function (duration) {
// Animate scale up and alpha up, then back
tween(self.padAsset, {
scaleX: 3,
scaleY: 3,
alpha: 1
}, {
duration: duration / 2,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self.padAsset, {
scaleX: 2,
scaleY: 2,
alpha: 0.85
}, {
duration: duration / 2,
easing: tween.easeIn
});
}
});
};
// Play the pad's sound
self.playSound = function () {
LK.getSound(self.soundId).play();
};
// Enable/disable pad for input
self.setEnabled = function (enabled) {
self.enabled = enabled;
self.padAsset.alpha = enabled ? 0.85 : 0.5;
};
// Touch/click event
self.down = function (x, y, obj) {
if (!self.enabled) {
return;
}
// Visual feedback
self.flash(180);
self.playSound();
// Notify game
if (typeof self.onPadPressed === 'function') {
self.onPadPressed(self.index);
}
};
// Set default alpha
self.padAsset = padAsset;
if (self.padAsset) {
self.padAsset.alpha = 0.85;
}
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x181818
});
/****
* Game Code
****/
// Pad definitions
// Four colored pads (Red, Blue, Green, Yellow)
// Sounds for each pad
// Simple background music (optional, can be replaced with actual music asset)
var bg = LK.getAsset('retroArcadeGridBg', {});
game.addChild(bg);
var padDefs = [{
colorName: 'red',
soundId: 'sndRed',
assetId: 'arcadeBtnRed64' // pixel art red arcade button, glowing, 64x64
}, {
colorName: 'blue',
soundId: 'sndBlue',
assetId: 'arcadeBtnBlue64' // pixel art blue arcade button, glowing, 64x64
}, {
colorName: 'green',
soundId: 'sndGreen',
assetId: 'arcadeBtnGreen64' // pixel art green arcade button, glowing, 64x64
}, {
colorName: 'yellow',
soundId: 'sndYellow',
assetId: 'arcadeBtnYellow64' // pixel art yellow arcade button, glowing, 64x64
}];
// Pad positions (2x2 grid, centered)
var padPositions = [{
x: 2048 / 2 - 340,
y: 2732 / 2 - 340
},
// Top-left (Red)
{
x: 2048 / 2 + 340,
y: 2732 / 2 - 340
},
// Top-right (Blue)
{
x: 2048 / 2 - 340,
y: 2732 / 2 + 340
},
// Bottom-left (Green)
{
x: 2048 / 2 + 340,
y: 2732 / 2 + 340
} // Bottom-right (Yellow)
];
// Game state variables
var pads = [];
var sequence = [];
var playerStep = 0;
var isPlayerTurn = false;
var isAnimating = false;
var score = 0;
var highScore = 0;
var sequenceTimer = null;
var showSequenceIndex = 0;
// Pattern and music speed control
var patternStepDuration = 480; // ms, initial step duration
var musicTempo = 1.0; // initial music rate
// Score text
var scoreTxt = new Text2('0', {
size: 120,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// "Get Ready" text
var infoTxt = new Text2('', {
size: 90,
fill: 0xFFFBE0
});
infoTxt.anchor.set(0.5, 0.5);
infoTxt.visible = false;
LK.gui.center.addChild(infoTxt);
// Create pads and add to game
for (var i = 0; i < 4; i++) {
var pad = new Pad();
pad.initPad(padDefs[i].colorName, padDefs[i].soundId, padDefs[i].assetId, i);
pad.x = padPositions[i].x;
pad.y = padPositions[i].y;
pad.setEnabled(false);
// Pad press callback
pad.onPadPressed = function (padIndex) {
if (!isPlayerTurn || isAnimating) {
return;
}
handlePlayerInput(padIndex);
};
pads.push(pad);
game.addChild(pad);
}
// Start background music
LK.playMusic('bgmusic', {
fade: {
start: 0,
end: 1,
duration: 1200
}
});
// Start the game
startNewGame();
function startNewGame() {
sequence = [];
playerStep = 0;
score = 0;
isPlayerTurn = false;
isAnimating = false;
showSequenceIndex = 0;
scoreTxt.setText('0');
infoTxt.setText('Get Ready!');
infoTxt.visible = true;
setPadsEnabled(false);
patternStepDuration = 480;
musicTempo = 1.0;
LK.playMusic('bgmusic', {
rate: musicTempo
});
// Short delay before first round
LK.setTimeout(function () {
infoTxt.visible = false;
addToSequence();
showSequence();
}, 900);
}
function setPadsEnabled(enabled) {
for (var i = 0; i < pads.length; i++) {
pads[i].setEnabled(enabled);
}
}
// Add a random color to the sequence
function addToSequence() {
var next = Math.floor(Math.random() * 4);
sequence.push(next);
}
// Show the sequence to the player (one by one)
function showSequence() {
isAnimating = true;
isPlayerTurn = false;
setPadsEnabled(false);
showSequenceIndex = 0;
playSequenceStep();
}
function playSequenceStep() {
if (showSequenceIndex >= sequence.length) {
// Sequence done, player's turn
isAnimating = false;
isPlayerTurn = true;
setPadsEnabled(true);
playerStep = 0;
return;
}
var padIndex = sequence[showSequenceIndex];
var pad = pads[padIndex];
pad.flash(320);
pad.playSound();
showSequenceIndex++;
sequenceTimer = LK.setTimeout(playSequenceStep, patternStepDuration);
}
// Handle player input
function handlePlayerInput(padIndex) {
if (!isPlayerTurn || isAnimating) {
return;
}
// Check if correct
if (padIndex === sequence[playerStep]) {
playerStep++;
if (playerStep === sequence.length) {
// Completed sequence, next round
score++;
scoreTxt.setText(score + '');
isPlayerTurn = false;
setPadsEnabled(false);
// Speed up pattern and music every 2 levels
if (score % 2 === 0) {
// Calculate new pattern speed (minimum 180ms)
patternStepDuration = Math.max(180, 480 - Math.floor(score / 2) * 80);
// Calculate new music tempo (1.0 + 0.1 per 2 levels, max 2.0)
musicTempo = Math.min(2.0, 1.0 + score / 2 * 0.1);
LK.playMusic('bgmusic', {
rate: musicTempo
});
}
LK.setTimeout(function () {
addToSequence();
showSequence();
}, 700);
}
} else {
// Wrong input, game over
pads[padIndex].flash(400);
LK.effects.flashScreen(0xff0000, 800);
setPadsEnabled(false);
infoTxt.setText('Game Over');
infoTxt.visible = true;
LK.setTimeout(function () {
infoTxt.visible = false;
LK.showGameOver();
}, 1200);
}
}
// Optional: allow restart on game over by tapping anywhere
game.down = function (x, y, obj) {
// Only allow restart if not animating and not player's turn
if (!isPlayerTurn && !isAnimating && !infoTxt.visible) {
startNewGame();
}
};
// Clean up on destroy (not strictly needed, but good practice)
game.destroy = function () {
if (sequenceTimer) {
LK.clearTimeout(sequenceTimer);
}
LK.stopMusic();
};
// Main update loop (not much needed here)
game.update = function () {
// No per-frame logic needed for this game
}; ===================================================================
--- original.js
+++ change.js
@@ -33,18 +33,18 @@
// Flash the pad (light up effect)
self.flash = function (duration) {
// Animate scale up and alpha up, then back
tween(self.padAsset, {
- scaleX: 1.15,
- scaleY: 1.15,
+ scaleX: 3,
+ scaleY: 3,
alpha: 1
}, {
duration: duration / 2,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self.padAsset, {
- scaleX: 1,
- scaleY: 1,
+ scaleX: 2,
+ scaleY: 2,
alpha: 0.85
}, {
duration: duration / 2,
easing: tween.easeIn
@@ -95,8 +95,10 @@
// Pad definitions
// Four colored pads (Red, Blue, Green, Yellow)
// Sounds for each pad
// Simple background music (optional, can be replaced with actual music asset)
+var bg = LK.getAsset('retroArcadeGridBg', {});
+game.addChild(bg);
var padDefs = [{
colorName: 'red',
soundId: 'sndRed',
assetId: 'arcadeBtnRed64' // pixel art red arcade button, glowing, 64x64
@@ -143,8 +145,11 @@
var score = 0;
var highScore = 0;
var sequenceTimer = null;
var showSequenceIndex = 0;
+// Pattern and music speed control
+var patternStepDuration = 480; // ms, initial step duration
+var musicTempo = 1.0; // initial music rate
// Score text
var scoreTxt = new Text2('0', {
size: 120,
fill: 0xFFFFFF
@@ -196,8 +201,13 @@
scoreTxt.setText('0');
infoTxt.setText('Get Ready!');
infoTxt.visible = true;
setPadsEnabled(false);
+ patternStepDuration = 480;
+ musicTempo = 1.0;
+ LK.playMusic('bgmusic', {
+ rate: musicTempo
+ });
// Short delay before first round
LK.setTimeout(function () {
infoTxt.visible = false;
addToSequence();
@@ -235,9 +245,9 @@
var pad = pads[padIndex];
pad.flash(320);
pad.playSound();
showSequenceIndex++;
- sequenceTimer = LK.setTimeout(playSequenceStep, 480);
+ sequenceTimer = LK.setTimeout(playSequenceStep, patternStepDuration);
}
// Handle player input
function handlePlayerInput(padIndex) {
if (!isPlayerTurn || isAnimating) {
@@ -251,8 +261,18 @@
score++;
scoreTxt.setText(score + '');
isPlayerTurn = false;
setPadsEnabled(false);
+ // Speed up pattern and music every 2 levels
+ if (score % 2 === 0) {
+ // Calculate new pattern speed (minimum 180ms)
+ patternStepDuration = Math.max(180, 480 - Math.floor(score / 2) * 80);
+ // Calculate new music tempo (1.0 + 0.1 per 2 levels, max 2.0)
+ musicTempo = Math.min(2.0, 1.0 + score / 2 * 0.1);
+ LK.playMusic('bgmusic', {
+ rate: musicTempo
+ });
+ }
LK.setTimeout(function () {
addToSequence();
showSequence();
}, 700);