User prompt
change color of the wallpaper to a light orange
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change color of the wallpaper to a very little light orange
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change color of the wallpaper to a little light orange
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delete all shadows
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add btnred btn green ve btnblue for the green, red and blue button
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Delete shadows btnred btn green and btnblue and add shadow assets for each.
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Add separate shadow assets for btnred, btn green and btnblue.
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Don't let the timerbar color fade
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Don't let the timer bar color fade
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reduce the length of the timer
Code edit (1 edits merged)
Please save this source code
User prompt
I don't want the color of the timer bar fill to change.
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increase the size of the timer
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start the timer from 5 seconds
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The timer will decrease by 0.2 seconds for each incorrect answer.
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Each time the answer is correct the timer will decrease by 0.1 seconds and the timer will start from 3 seconds.
User prompt
The timer will decrease by 0.1 seconds for each correct answer.
Code edit (4 edits merged)
Please save this source code
User prompt
add asset for timer
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delete timer assets
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add asset for timer
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turn the timer down a little
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center the location of the lives on the screen
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May the 3 life bars be side by side.
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In the game interface, the timer, hearts (lives), and score are currently overlapping each other. I want the timer and the hearts (lives) to appear below the score, so the score should be on top, and the timer and lives should be visually placed underneath it without overlapping. Please arrange the layers or z-index so that the score is always displayed above the timer and hearts.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { highScore: 0 }); /**** * Classes ****/ // Ball class: handles color, rotation, and animation var ColorBall = Container.expand(function () { var self = Container.call(this); // Color order: 0=Red, 1=Blue, 2=Green self.colors = ['red', 'blue', 'green']; self.colorIdx = 0; // Attach all color assets, only one visible at a time self.ballAssets = { red: self.attachAsset('ballRed', { anchorX: 0.5, anchorY: 0.5 }), blue: self.attachAsset('ballBlue', { anchorX: 0.5, anchorY: 0.5 }), green: self.attachAsset('ballGreen', { anchorX: 0.5, anchorY: 0.5 }) }; self.setColor = function (color) { self.color = color; self.ballAssets.red.visible = color === 'red'; self.ballAssets.blue.visible = color === 'blue'; self.ballAssets.green.visible = color === 'green'; }; self.setColor('red'); self.rotationSpeed = 0.02; // radians per tick self.targetRotationSpeed = 0.02; self.update = function () { // Smoothly approach target rotation speed if (self.rotationSpeed !== self.targetRotationSpeed) { self.rotationSpeed += (self.targetRotationSpeed - self.rotationSpeed) * 0.08; } self.rotation += self.rotationSpeed; }; // Animate color change (optional: flash or scale) self.animateColorChange = function () { tween(self, { scaleX: 1.15, scaleY: 1.15 }, { duration: 80, easing: tween.cubicOut, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.cubicIn }); } }); }; return self; }); // Button class: handles color, label, and press feedback var ColorButton = Container.expand(function () { var self = Container.call(this); // color: 'red', 'blue', 'green' self.setColor = function (color) { self.color = color; if (self.asset) { self.removeChild(self.asset); } if (self.label) { self.removeChild(self.label); } if (self.hitbox) { self.removeChild(self.hitbox); } var assetId = color === 'red' ? 'btnRed' : color === 'blue' ? 'btnBlue' : 'btnGreen'; self.asset = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); // Add visible hitbox outline (matches asset size, semi-transparent yellow) self.hitbox = self.attachAsset('btnRed', { anchorX: 0.5, anchorY: 0.5, width: self.asset.width, height: self.asset.height, color: 0xffff00, alpha: 0.22 }); self.hitbox.zIndex = -1; self.addChild(self.hitbox); self.addChild(self.asset); self.label = new Text2(color.toUpperCase(), { size: 70, fill: "#fff", font: "GillSans-Bold,Impact,'Arial Black',Tahoma" }); self.label.anchor.set(0.5, 0.5); self.label.y = 0; self.addChild(self.label); }; // Animate press feedback self.animatePress = function () { tween(self.asset, { scaleX: 0.93, scaleY: 0.93 }, { duration: 60, easing: tween.cubicOut, onFinish: function onFinish() { tween(self.asset, { scaleX: 1, scaleY: 1 }, { duration: 80, easing: tween.cubicIn }); } }); }; // For hit detection self.containsPoint = function (x, y) { var local = self.toLocal({ x: x, y: y }); return local.x > -self.hitbox.width / 2 && local.x < self.hitbox.width / 2 && local.y > -self.hitbox.height / 2 && local.y < self.hitbox.height / 2; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xffe0b2 }); /**** * Game Code ****/ // btnBlue image // btnGreen image // btnRed image // Health bar assets // --- Game State --- // Ball colors // Button colors // Sound // Music (optional, but initialized for future use) var ball; var buttons = []; var colorOrder = ['red', 'blue', 'green']; var currentColor = 'red'; var score = 0; var highScore = storage.highScore || 0; var timeLimit = 5000; // ms, initial time to respond (5 seconds) var minTimeLimit = 5000; // ms, minimum allowed (5 seconds) var timeDecrease = 80; // ms, decrease per correct var rotationSpeed = 0.02; // initial var maxRotationSpeed = 0.09; var rotationIncrease = 0.008; var waitingForInput = true; var responseTimer = null; var lastTapTime = 0; // --- UI Elements --- var scoreTxt = new Text2('0', { size: 120, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); scoreTxt.y = 60; // Add scoreTxt after timer and hearts to ensure it is always on top LK.setTimeout(function () { LK.gui.top.addChild(scoreTxt); }, 0); var highScoreTxt = new Text2('BEST: ' + highScore, { size: 60, fill: "#aaa" }); highScoreTxt.anchor.set(0.5, 0); highScoreTxt.y = 170; LK.gui.top.addChild(highScoreTxt); // --- Timer Bar (under score) --- // --- Timer Bar (under score, in GUI) --- var timerBar = LK.getAsset('timerBar', { width: 900, height: 60, color: 0xffffff, anchorX: 0.5, anchorY: 0.0 }); timerBar.x = 0.5; // relative to gui width timerBar.y = scoreTxt.y + scoreTxt.height + 70; // 70px below score (moved further down) timerBar.alpha = 0.18; timerBar.isGUI = true; LK.gui.top.addChild(timerBar); var timerBarFill = LK.getAsset('timerBarFill', { width: 900, height: 60, color: 0x2ecc40, anchorX: 0.5, anchorY: 0.0 }); timerBarFill.x = 0.5; // relative to gui width timerBarFill.y = scoreTxt.y + scoreTxt.height + 70; // 70px below score (moved further down) timerBarFill.isGUI = true; LK.gui.top.addChild(timerBarFill); // --- Health Bars (under timer, in GUI) --- var health = 3; var maxHealth = 3; var healthBars = []; var healthBarSpacing = 130; var healthBarWidth = 120; var healthBarHeight = 120; var healthBarAssets = [{ id: 'healthBarRed', color: 0xd83318 }, // Red { id: 'healthBarBlue', color: 0x187ad8 }, // Blue { id: 'healthBarGreen', color: 0x2ecc40 } // Green ]; var healthBarY = timerBar.y + timerBar.height + 30; // 30px below timer bar // Calculate total width of all health bars and starting x for centering var totalHealthWidth = (maxHealth - 1) * healthBarSpacing; var healthStartX = 0.5 + -(totalHealthWidth / 2); // 0.5 is center in LK.gui coordinates for (var i = 0; i < maxHealth; i++) { var assetInfo = healthBarAssets[i]; var bar = LK.getAsset(assetInfo.id, { width: healthBarWidth, height: healthBarHeight, color: assetInfo.color, anchorX: 0.5, anchorY: 0.0 }); // Center health bars under the timer bar.x = healthStartX + i * healthBarSpacing; bar.y = healthBarY; bar.isGUI = true; LK.gui.top.addChild(bar); healthBars.push(bar); } // Helper to update health bar visuals function updateHealthBars() { for (var i = 0; i < maxHealth; i++) { // Each bar is independent: show full alpha if "alive", faded if "lost" healthBars[i].alpha = i < health ? 1 : 0.18; } } updateHealthBars(); // --- Setup Ball --- ball = new ColorBall(); ball.x = 2048 / 2; ball.y = 1100; game.addChild(ball); // --- Setup Buttons --- var btnSpacing = 480; var btnY = 2732 - 320; // Create btnRed var btnRed = new ColorButton(); btnRed.setColor('red'); btnRed.x = 2048 / 2 - btnSpacing; btnRed.y = btnY; game.addChild(btnRed); // Create btnBlue var btnBlue = new ColorButton(); btnBlue.setColor('blue'); btnBlue.x = 2048 / 2; btnBlue.y = btnY; game.addChild(btnBlue); // Create btnGreen var btnGreen = new ColorButton(); btnGreen.setColor('green'); btnGreen.x = 2048 / 2 + btnSpacing; btnGreen.y = btnY; game.addChild(btnGreen); // Place all buttons in the same positions as btnRed, btnBlue, btnGreen buttons = [btnRed, btnBlue, btnGreen]; // Ensure all color buttons are positioned exactly as btnRed, btnBlue, btnGreen buttons[0].x = btnRed.x; buttons[0].y = btnRed.y; buttons[1].x = btnBlue.x; buttons[1].y = btnBlue.y; buttons[2].x = btnGreen.x; buttons[2].y = btnGreen.y; // --- Helper Functions --- function setScore(val) { score = val; scoreTxt.setText(score); if (score > highScore) { highScore = score; storage.highScore = highScore; highScoreTxt.setText('BEST: ' + highScore); } } function randomColor() { // Never repeat the same color twice in a row var idx = colorOrder.indexOf(currentColor); var nextIdx = idx; while (nextIdx === idx) { nextIdx = Math.floor(Math.random() * 3); } return colorOrder[nextIdx]; } function startNewRound() { waitingForInput = true; // Pick new color currentColor = randomColor(); ball.setColor(currentColor); ball.animateColorChange(); // Timer always starts from 5 seconds (5000ms) for each round, and decreases by 0.1s for each correct answer timeLimit = 5000 - score * 100; if (timeLimit < 500) { timeLimit = 500; // minimum 0.5s to avoid negative/zero } if (rotationSpeed < maxRotationSpeed) { rotationSpeed += rotationIncrease; } ball.targetRotationSpeed = rotationSpeed; // Start timer timerBarFill.width = 900; if (responseTimer) { LK.clearTimeout(responseTimer); responseTimer = null; } responseTimer = LK.setTimeout(function () { // Time's up waitingForInput = false; LK.effects.flashScreen(0xff0000, 600); LK.getSound('wrong').play(); health--; updateHealthBars(); if (health <= 0) { endGame(); } else { // Give player another chance, start new round after short delay responseTimer = LK.setTimeout(function () { startNewRound(); }, 700); } }, timeLimit); lastTapTime = Date.now(); } function endGame() { if (responseTimer) { LK.clearTimeout(responseTimer); responseTimer = null; } waitingForInput = false; // Flash ball red LK.effects.flashObject(ball, 0xff0000, 600); // Show game over (handled by LK) LK.showGameOver(); } // --- Input Handling --- game.down = function (x, y, obj) { if (!waitingForInput) { return; } // Divide the screen into three vertical regions: left, middle, right var region; if (x < 2048 / 3) { region = 'left'; } else if (x > 2048 * 2 / 3) { region = 'right'; } else { region = 'middle'; } // Map region to color var color; if (region === 'left') { color = 'red'; } else if (region === 'right') { color = 'green'; } else { color = 'blue'; } // Find the button with this color (for animation/feedback) var btn = null; for (var i = 0; i < buttons.length; i++) { if (buttons[i].color === color) { btn = buttons[i]; break; } } if (btn) { handleButtonPress(btn); } }; function handleButtonPress(btn) { if (!waitingForInput) { return; } btn.animatePress(); LK.effects.flashObject(btn.asset, 0xffffff, 120); waitingForInput = false; if (btn.color === currentColor) { // Correct! setScore(score + 1); LK.getSound('correct').play(); // Animate ball tween(ball, { scaleX: 1.18, scaleY: 1.18 }, { duration: 80, easing: tween.cubicOut, onFinish: function onFinish() { tween(ball, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.cubicIn }); } }); // Decrease timer by 0.1 seconds (100ms) for each correct answer if (responseTimer) { LK.clearTimeout(responseTimer); responseTimer = null; } responseTimer = LK.setTimeout(function () { startNewRound(); }, 220); } else { // Wrong! LK.effects.flashScreen(0xff0000, 600); LK.getSound('wrong').play(); if (responseTimer) { LK.clearTimeout(responseTimer); responseTimer = null; } health--; updateHealthBars(); if (health <= 0) { endGame(); } else { // Decrease timer by 0.2 seconds (200ms) for each incorrect answer and reset to 3 seconds timeLimit = 3000 - score * 100 - (maxHealth - health) * 200; if (timeLimit < 500) { timeLimit = 500; // minimum 0.5s to avoid negative/zero } // Give player another chance, start new round after short delay responseTimer = LK.setTimeout(function () { startNewRound(); }, 700); } } } // --- Game Update Loop --- game.update = function () { // Animate timer bar if (waitingForInput) { var elapsed = Date.now() - lastTapTime; var frac = 1 - elapsed / timeLimit; if (frac < 0) { frac = 0; } timerBarFill.width = 900 * frac; // Do not change timerBarFill color or tint here to prevent fading } else { timerBarFill.width = 0; } }; // --- Start Game --- function startGame() { LK.playMusic('g'); setScore(0); timeLimit = 5000; rotationSpeed = 0.02; ball.rotationSpeed = rotationSpeed; ball.targetRotationSpeed = rotationSpeed; health = maxHealth; updateHealthBars(); startNewRound(); } startGame(); // --- Responsive UI (optional, handled by LK) --- // --- Music (optional, not started by default) --- // LK.playMusic('bgmusic', {fade: {start: 0, end: 1, duration: 1000}});
===================================================================
--- original.js
+++ change.js
@@ -141,9 +141,9 @@
/****
* Initialize Game
****/
var game = new LK.Game({
- backgroundColor: 0xfff3e0
+ backgroundColor: 0xffe0b2
});
/****
* Game Code