User prompt
can you change game's name to 'Shoot The Thiefs'
User prompt
Can you change the level counter to the top right
User prompt
can you change the level counter color the black
User prompt
Can you change the level counter to the top middle
User prompt
and delete the timer when we move next level and when next level is start add the timer
User prompt
can you add a level counter
User prompt
can you delete the laserline asset in when we move on to the new level
User prompt
add other levels and have more thieves in each new level and change the places of the thieves in each level
User prompt
can you change the timer's color to dark blue
User prompt
and delete the timer when the game is over and when game is start add the timer
User prompt
can you change the timer to start with 13
User prompt
End the game when the timer 0
User prompt
and delete the timer when the game is over and when game is start add the timer
User prompt
can you add timer to bottom left
User prompt
can you do thief more light
User prompt
can you change background to a prison
User prompt
Please fix the bug: 'Cannot read properties of null (reading 'y')' in or related to this line: 'timerText.y = tutorialBtn.y + 70;' Line Number: 207
User prompt
can you change the timer place
User prompt
can you add a time countdown
User prompt
can you change the theme to thief police
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot set properties of null (setting 'visible')' in or related to this line: 'winText.visible = true;' Line Number: 378
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of null (reading 'visible')' in or related to this line: 'return !tutorialOpen && !winText.visible && power > 0;' Line Number: 279
User prompt
delete the text in lower right corner
User prompt
can you change the goals places
User prompt
please do a tuttorial
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Device: a cyberpunk device/friend to energize var Device = Container.expand(function () { var self = Container.call(this); var deviceAsset = self.attachAsset('device', { anchorX: 0.5, anchorY: 0.5 }); // Energy state self.energized = false; self.energy = 1; // 1 = full, 0 = empty // For pulsing effect when energized self.update = function () { if (self.energized) { deviceAsset.alpha = 0.95 + 0.05 * Math.sin(LK.ticks / 6 + self.x * 0.01); } else { deviceAsset.alpha = 0.7; } }; // Flash when energized self.flash = function () { tween(deviceAsset, { tint: 0xffffff }, { duration: 120, onFinish: function onFinish() { tween(deviceAsset, { tint: 0xff00c8 }, { duration: 200 }); } }); }; return self; }); // NeonLine: a segment between two points, visually a rotated rectangle var NeonLine = Container.expand(function () { var self = Container.call(this); // Set up endpoints self.x1 = 0; self.y1 = 0; self.x2 = 0; self.y2 = 0; // The visual line asset var lineAsset = self.attachAsset('neonLine', { anchorX: 0.5, anchorY: 0.5 }); // Set endpoints and update position/rotation/length self.setEndpoints = function (x1, y1, x2, y2) { self.x1 = x1; self.y1 = y1; self.x2 = x2; self.y2 = y2; // Center of the line self.x = (x1 + x2) / 2; self.y = (y1 + y2) / 2; // Angle var dx = x2 - x1; var dy = y2 - y1; var len = Math.sqrt(dx * dx + dy * dy); self.rotation = Math.atan2(dy, dx); // Set length lineAsset.width = len; // Simulate glow by alpha pulse lineAsset.alpha = 0.85 + 0.15 * Math.sin(LK.ticks / 8); }; // For update pulse self.update = function () { // Animate glow var lineAsset = self.children[0]; lineAsset.alpha = 0.85 + 0.15 * Math.sin(LK.ticks / 8 + self.x * 0.01 + self.y * 0.01); }; return self; }); // PowerSource: the starting node for power lines var PowerSource = Container.expand(function () { var self = Container.call(this); var sourceAsset = self.attachAsset('powerSource', { anchorX: 0.5, anchorY: 0.5 }); // Pulse effect self.update = function () { sourceAsset.alpha = 0.95 + 0.05 * Math.sin(LK.ticks / 8); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x0a0a1a }); /**** * Game Code ****/ // Tutorial button // Power source node // Device node (cyberpunk device/friend) // Neon line segment (glowing effect simulated by color) // --- Game constants --- var GAME_WIDTH = 2048; var GAME_HEIGHT = 2732; var DEVICE_COUNT = 5; var POWER_DRAIN_PER_PIXEL = 0.00012; // Power cost per pixel of line var POWER_REGEN_PER_TICK = 0.0002; // Power regen per tick (if desired) var DEVICE_ENERGY_LOSS_PER_TICK = 0.0012; // How fast devices lose energy var DEVICE_ENERGIZE_RADIUS = 100; // px, how close a line endpoint must be to energize var POWER_MIN = 0; var POWER_MAX = 1; // --- Game state --- var power = 1; // Shared power meter (0-1) var devices = []; var lines = []; var powerSource = null; var drawing = false; var drawStart = null; // {x, y} var drawLine = null; // NeonLine being drawn var drawFromSource = false; var energizedDevices = 0; var tutorialOpen = false; // --- UI elements --- var powerBarBg = null; var powerBarFg = null; var tutorialBtn = null; var tutorialText = null; var winText = null; // --- Helper functions --- // Clamp value between min and max function clamp(val, min, max) { return Math.max(min, Math.min(max, val)); } // Distance between two points function dist(x1, y1, x2, y2) { var dx = x2 - x1; var dy = y2 - y1; return Math.sqrt(dx * dx + dy * dy); } // Check if a point is inside a device (for connecting) function pointInDevice(x, y, device) { var dx = x - device.x; var dy = y - device.y; var r = device.children[0].width / 2; return dx * dx + dy * dy <= r * r; } // --- UI Setup --- // Power bar (top center, not in top left 100x100) powerBarBg = new Container(); var bgBar = LK.getAsset('neonLine', { width: 600, height: 36, anchorX: 0, anchorY: 0.5 }); bgBar.tint = 0x222244; powerBarBg.addChild(bgBar); powerBarFg = LK.getAsset('neonLine', { width: 600, height: 36, anchorX: 0, anchorY: 0.5 }); powerBarFg.tint = 0x00fff7; powerBarBg.addChild(powerBarFg); powerBarBg.x = (LK.gui.width - 600) / 2; powerBarBg.y = 110; LK.gui.top.addChild(powerBarBg); // Tutorial button (top right, not in top left) tutorialBtn = LK.getAsset('tutorialBtn', { anchorX: 0.5, anchorY: 0.5 }); tutorialBtn.x = LK.gui.width - 120; tutorialBtn.y = 110; LK.gui.top.addChild(tutorialBtn); var tutorialBtnText = new Text2('?', { size: 60, fill: 0xFFFFFF }); tutorialBtnText.anchor.set(0.5, 0.5); tutorialBtnText.x = tutorialBtn.x; tutorialBtnText.y = tutorialBtn.y; LK.gui.top.addChild(tutorialBtnText); // Tutorial popup (hidden by default) tutorialText = new Text2("How to Play:\n\n" + "1. Draw neon lines from the green power source to pink devices (your friends).\n" + "2. Every line drains the shared power meter at the top.\n" + "3. Connect all devices before power runs out!\n" + "4. Lines must touch a device to energize it.\n\n" + "Tip: Plan your path to use as little power as possible.\n\n" + "Tap the '?' button anytime for help.", { size: 70, fill: 0x00FFF7, align: "center", wordWrap: true, wordWrapWidth: 1200 }); tutorialText.anchor.set(0.5, 0.5); tutorialText.x = LK.gui.width / 2; tutorialText.y = LK.gui.height / 2; tutorialText.visible = false; LK.gui.center.addChild(tutorialText); // Win text (hidden by default) // (Removed lower right corner text as requested) // --- Game Setup --- // Place power source (bottom center) powerSource = new PowerSource(); powerSource.x = GAME_WIDTH / 2; powerSource.y = GAME_HEIGHT - 300; game.addChild(powerSource); // Place devices at new fixed positions (example: corners and center top) devices = []; var devicePositions = [{ x: 400, y: 600 }, { x: GAME_WIDTH - 400, y: 600 }, { x: 400, y: 1400 }, { x: GAME_WIDTH - 400, y: 1400 }, { x: GAME_WIDTH / 2, y: 300 }]; for (var i = 0; i < DEVICE_COUNT; i++) { var d = new Device(); d.x = devicePositions[i].x; d.y = devicePositions[i].y; devices.push(d); game.addChild(d); } // --- Drawing logic --- // Helper: find device at (x, y) function findDeviceAt(x, y) { for (var i = 0; i < devices.length; i++) { if (pointInDevice(x, y, devices[i])) return devices[i]; } return null; } // Helper: check if a line endpoint is close enough to a device to energize function deviceInRadius(x, y) { for (var i = 0; i < devices.length; i++) { if (!devices[i].energized && dist(x, y, devices[i].x, devices[i].y) < DEVICE_ENERGIZE_RADIUS) { return devices[i]; } } return null; } // Helper: check if a point is close to the power source function pointNearPowerSource(x, y) { var dx = x - powerSource.x; var dy = y - powerSource.y; var r = powerSource.children[0].width / 2 + 30; return dx * dx + dy * dy <= r * r; } // --- Input handlers --- // Only allow drawing if not in tutorial or win function canDraw() { // Block all game input if tutorial is open or win text is visible return !tutorialOpen && (!winText || !winText.visible) && power > 0; } // Start drawing: must start from power source or an energized device game.down = function (x, y, obj) { if (tutorialOpen) return; if (!canDraw()) return; // Convert to game coordinates var gx = x, gy = y; // Start from power source? if (pointNearPowerSource(gx, gy)) { drawFromSource = true; drawStart = { x: powerSource.x, y: powerSource.y }; } else { // Start from energized device? for (var i = 0; i < devices.length; i++) { if (devices[i].energized && pointInDevice(gx, gy, devices[i])) { drawFromSource = false; drawStart = { x: devices[i].x, y: devices[i].y }; break; } } } if (drawStart) { drawing = true; drawLine = new NeonLine(); drawLine.setEndpoints(drawStart.x, drawStart.y, gx, gy); game.addChild(drawLine); } }; // Drawing in progress game.move = function (x, y, obj) { if (tutorialOpen) return; if (!drawing || !drawLine) return; if (!canDraw()) return; var gx = x, gy = y; drawLine.setEndpoints(drawStart.x, drawStart.y, gx, gy); // Show line in real time, but don't finalize until up }; // Finish drawing: if endpoint is on an unenergized device, connect and energize game.up = function (x, y, obj) { if (tutorialOpen) return; if (!drawing || !drawLine) { drawing = false; drawStart = null; return; } if (!canDraw()) { // Remove preview line if (drawLine) { drawLine.destroy(); drawLine = null; } drawing = false; drawStart = null; return; } var gx = x, gy = y; drawLine.setEndpoints(drawStart.x, drawStart.y, gx, gy); // Check if endpoint is close to an unenergized device var targetDevice = deviceInRadius(gx, gy); // Only allow connecting to unenergized device if (targetDevice) { // Calculate line length var len = dist(drawStart.x, drawStart.y, targetDevice.x, targetDevice.y); var cost = len * POWER_DRAIN_PER_PIXEL; if (power >= cost) { // Snap endpoint to device center drawLine.setEndpoints(drawStart.x, drawStart.y, targetDevice.x, targetDevice.y); lines.push(drawLine); // Drain power power = clamp(power - cost, POWER_MIN, POWER_MAX); // Energize device targetDevice.energized = true; targetDevice.energy = 1; targetDevice.flash(); energizedDevices++; // Win condition if (energizedDevices === devices.length) { if (winText) winText.visible = true; LK.effects.flashScreen(0x00fff7, 1200); LK.setTimeout(function () { LK.showYouWin(); }, 1800); } drawLine = null; drawing = false; drawStart = null; return; } else { // Not enough power, flash bar LK.effects.flashObject(powerBarFg, 0xff0000, 400); } } // Not a valid connection, remove preview line if (drawLine) { drawLine.destroy(); drawLine = null; } drawing = false; drawStart = null; }; // --- Tutorial button handler --- tutorialBtn.down = function (x, y, obj) { if (tutorialOpen) { tutorialText.visible = false; tutorialOpen = false; } else { tutorialText.visible = true; tutorialOpen = true; } }; tutorialBtnText.down = tutorialBtn.down; // Allow tap anywhere on tutorialText to close it tutorialText.down = function (x, y, obj) { if (tutorialOpen) { tutorialText.visible = false; tutorialOpen = false; } }; // --- Game update loop --- game.update = function () { // Update power bar var barW = 600 * power; powerBarFg.width = barW; if (power < 0.18) { powerBarFg.tint = 0xff0033; } else { powerBarFg.tint = 0x00fff7; } // Devices lose energy if not energized for (var i = 0; i < devices.length; i++) { var d = devices[i]; if (!d.energized) { d.energy = clamp(d.energy - DEVICE_ENERGY_LOSS_PER_TICK, 0, 1); // If energy runs out, game over if (d.energy <= 0) { LK.effects.flashScreen(0xff0033, 1200); LK.setTimeout(function () { LK.showGameOver(); }, 1200); return; } } } // Power regen (optional, comment out to disable) // power = clamp(power + POWER_REGEN_PER_TICK, POWER_MIN, POWER_MAX); // Animate lines for (var i = 0; i < lines.length; i++) { if (lines[i].update) lines[i].update(); } // Animate devices and power source for (var i = 0; i < devices.length; i++) { if (devices[i].update) devices[i].update(); } if (powerSource && powerSource.update) powerSource.update(); if (drawLine && drawLine.update) drawLine.update(); }; // --- End of file ---
===================================================================
--- original.js
+++ change.js
@@ -352,9 +352,9 @@
targetDevice.flash();
energizedDevices++;
// Win condition
if (energizedDevices === devices.length) {
- winText.visible = true;
+ if (winText) winText.visible = true;
LK.effects.flashScreen(0x00fff7, 1200);
LK.setTimeout(function () {
LK.showYouWin();
}, 1800);
bullets arranged from top to bottom. In-Game asset. 2d. High contrast. No shadows
a topdown policeman and he's pointing a gun. In-Game asset. 2d. High contrast. No shadows. In-Game asset. 2d. High contrast. No shadows
topdown thief. In-Game asset. 2d. High contrast. No shadows
a top down white black theme prison. In-Game asset. 2d. High contrast. No shadows. In-Game asset. 2d. High contrast. No shadows