Code edit (4 edits merged)
Please save this source code
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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.
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Please fix the bug: 'setTimeout is not a function' in or related to this line: 'setTimeout(function () {' Line Number: 196
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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.
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make the background a little pale light blue
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Let the timer and lives be under the score.
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Play music named "g" when the game starts
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move up the scoreboard a little bit more.
Code edit (1 edits merged)
Please save this source code
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Create 3 assets for life.
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Make 3 health bars, but make them independent of each other and assign an asset to each.
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Let the timer be 5 seconds
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The timer will slowly speed up for each point you score. It will speed up by 0.1 times for each point you score.
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Divide the screen into three parts: right, left and middle. It chooses the color according to which side we touch. If we touch the left side, it is red. If we touch the right side, it is green. If we touch the middle, it is blue.
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Divide the screen into three parts: right, left and middle. It chooses the color according to which side we touch. If we touch the right side, it is red. If we touch the left side, it is green. If we touch the middle, it is blue.
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move the hitboxes of the buttons down
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move the hitboxes of the buttons down a bit
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I have a game UI where the visible buttons for 'RED', 'BLUE', and 'GREEN' are not aligned correctly with their interactive touch areas (hitboxes). The buttons' graphics and their actual clickable zones are not matching, causing issues with pressing the buttons. Please adjust the hitboxes of these buttons so that the touchable areas perfectly overlap the visible button images, ensuring that when a user taps on a button, the interaction works correctly.
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white theme for background
/**** * 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: 0xcceeff }); /**** * Game Code ****/ // 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: 30, 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: 30, 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(); // Increase difficulty // Timer speeds up by 0.1x for each point scored (decrease timeLimit by 10% per point) timeLimit = 10000 * Math.pow(0.9, score); if (timeLimit < minTimeLimit) { timeLimit = minTimeLimit; } if (rotationSpeed < maxRotationSpeed) { rotationSpeed += rotationIncrease; } ball.targetRotationSpeed = rotationSpeed; // Start timer timerBarFill.width = 900; timerBarFill.tint = currentColor === 'red' ? 0xd83318 : currentColor === 'blue' ? 0x187ad8 : 0x2ecc40; 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 }); } }); // Next round after short delay 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 { // 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; } else { timerBarFill.width = 0; } }; // --- Start Game --- function startGame() { LK.playMusic('g'); setScore(0); timeLimit = 10000; 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
@@ -188,9 +188,9 @@
highScoreTxt.y = 170;
LK.gui.top.addChild(highScoreTxt);
// --- Timer Bar (under score) ---
// --- Timer Bar (under score, in GUI) ---
-var timerBar = LK.getAsset('btnRed', {
+var timerBar = LK.getAsset('timerBar', {
width: 900,
height: 30,
color: 0xffffff,
anchorX: 0.5,
@@ -200,9 +200,9 @@
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('btnRed', {
+var timerBarFill = LK.getAsset('timerBarFill', {
width: 900,
height: 30,
color: 0x2ecc40,
anchorX: 0.5,