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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.
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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
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make the pads double in size please. they are still too small
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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
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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
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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 }); // 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: 1.15, scaleY: 1.15, alpha: 1 }, { duration: duration / 2, easing: tween.easeOut, onFinish: function onFinish() { tween(self.padAsset, { scaleX: 1, scaleY: 1, 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 ****/ // Simple background music (optional, can be replaced with actual music asset) // Sounds for each pad // Four colored pads (Red, Blue, Green, Yellow) // Pad definitions var padDefs = [{ colorName: 'red', soundId: 'sndRed', assetId: 'padRed' }, { colorName: 'blue', soundId: 'sndBlue', assetId: 'padBlue' }, { colorName: 'green', soundId: 'sndGreen', assetId: 'padGreen' }, { colorName: 'yellow', soundId: 'sndYellow', assetId: 'padYellow' }]; // 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; // 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); // 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, 480); } // 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); 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
@@ -71,9 +71,11 @@
}
};
// Set default alpha
self.padAsset = padAsset;
- self.padAsset.alpha = 0.85;
+ if (self.padAsset) {
+ self.padAsset.alpha = 0.85;
+ }
return self;
});
/****