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Move White Circle 100 pixels up
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on line 104, wait sequenceDelay amount of time instead of 0.75s
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set it to 0.75s
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make a new variable called sequenceDelay
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Debug text is currently not being updated
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After a new number is show, set all previous numberes that have lighttype of on3 to on2, all on2 to on1, and all on1 to off
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Continously update debugtext
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After showing first number in the MainSequence, wait 0.4 seconds, and show the next one, add sequenceCurrentLength += 1
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Remove randomisation of the first number in the MainSequence, instead, write these numbers in the array: 1,2,3,4,5
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Please fix the bug: 'Timeout.tick error: sequenceLength is not defined' in or related to this line: 'debugTxt.setText(sequenceLength.toString());' Line Number: 81
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Set debugtext to sequenceCurrentLength instead of all other debugtext functions
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if sequenceCurrentLength = SequenceLength, after 1 second set all SquareWhite LightType to OFF, and end SequenceShow
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Each time it sets SquareWhite to on3, set sequenceCurrentLength = sequenceCurrentLength +1
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set sequenceCurrentLength to 0 by default
/**** * Classes ****/ var SquareWhite = Container.expand(function () { var self = Container.call(this); var lightTypes = ['off', 'on1', 'on2', 'on3']; self.LightType = 'off'; self.squarePosition = 0; var squareAsset = self.attachAsset('SquareWhite', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.112 * 1.08 * 1.05 * 1.08 * 1.05, scaleY: 2.112 * 1.08 * 1.05 * 1.08 * 1.05, alpha: 1, tint: self.LightType === 'on3' ? 0xEDF8FF : self.LightType === 'on2' ? 0xA2AABA : self.LightType === 'on1' ? 0x5D637A : 0x121636 }); self.down = function (x, y, obj) { LK.setScore(self.squarePosition); scoreTxt.setText(LK.getScore()); }; }); var WhiteRectangle = Container.expand(function () { var self = Container.call(this); var rectangleAsset = self.attachAsset('WhiteRectangle', { anchorX: 0.5, anchorY: 0.5 }); rectangleAsset.scale.set(0.25, 0.7); self.targetScale = Math.random() * 1.5; self.update = function () { rectangleAsset.scale.x += (self.targetScale - rectangleAsset.scale.x) * 0.02; if (Math.abs(rectangleAsset.scale.x - self.targetScale) < 0.005) { self.targetScale = Math.random() * 1.5; } }; }); /**** * Initialize Game ****/ // Create an array to hold the random numbers //<Assets used in the game will automatically appear here> var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ function SequenceShow() { if (MainSequence.length > 0) { if (sequenceCurrentLength === SequenceLength) { LK.setTimeout(function () { grid.forEach(function (square) { square.LightType = 'off'; square.attachAsset('SquareWhite', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.112 * 1.08 * 1.05 * 1.08 * 1.05, scaleY: 2.112 * 1.08 * 1.05 * 1.08 * 1.05, alpha: 1, tint: 0x121636 }); }); }, 1000); return; } debugTxt.setText(MainSequence[0].toString()); for (var i = 0; i < MainSequence.length; i++) { var squarePosition = MainSequence[i]; var square = grid.find(function (sq) { return sq.squarePosition === squarePosition; }); if (square) { square.LightType = 'on3'; sequenceCurrentLength += 1; square.attachAsset('SquareWhite', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.112 * 1.08 * 1.05 * 1.08 * 1.05, scaleY: 2.112 * 1.08 * 1.05 * 1.08 * 1.05, alpha: 1, tint: 0xEDF8FF }); } } } } // Start SequenceShow 1.5 seconds after the game starts LK.setTimeout(SequenceShow, 1500); var painterBackground = LK.getAsset('PainterBackground', { anchorX: 0.5, anchorY: 1, x: 2048 / 2, y: 2732 - 15 + 15 + 400 - 100 + 50, width: 2048 * 0.9 * 0.95, height: 800 * 1.3 * 1.5, alpha: 1 }); game.addChild(painterBackground); var randomNumberTexts = []; for (var i = 0; i < 50; i++) { // Create a new Text2 object to display the random number var randomNumberText = new Text2(Math.floor(Math.random() * 10).toString(), { size: 40, fill: 0x4A73B5, font: "Courier New" }); randomNumberText.anchor.set(0.5, 0.5); randomNumberText.x = 2048 / 50 * i; randomNumberText.y = 2732 / 2 + 930; game.addChild(randomNumberText); randomNumberTexts.push(randomNumberText); } // Add an update function to the game to move the numbers to the left game.update = function () { for (var i = 0; i < randomNumberTexts.length; i++) { randomNumberTexts[i].x -= 5; if (randomNumberTexts[i].x < 0) { randomNumberTexts[i].x = 2048; } } }; // Add Concrete as a background to all other items var concreteBackground = LK.getAsset('Concrete', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, width: 2048, height: 2732, alpha: 1, tint: 0x98bee3 }); game.addChildAt(concreteBackground, 0); // Add ScoreBack behind the score and make it around 1/3 screen long // Add score on top of the screen var scoreTxt = new Text2('0', { size: 135, fill: 0xFFFFFF, font: "Helvetica" }); var scoreBack = LK.getAsset('ScoreBack', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 20 + 75 - 35 + 20 + 40, width: 2048 / 3 * 0.85 * 0.85 * 1.2 * 1.3 * 1.1, height: 150 * 1.3 * 1.3 * 1.4 * 1.2 * 0.85 * 1.2 * 1.3 * 1.3 * 1.1 * 1.2, alpha: 1 }); game.addChild(scoreBack); // Add an update function to the game to move the numbers to the left game.update = function () { for (var i = 0; i < randomNumberTexts.length; i++) { randomNumberTexts[i].x -= 5; if (randomNumberTexts[i].x < 0) { randomNumberTexts[i].x = 2048; } } }; // Add PainterBackground at the bottom of the screen, above ConcreteBackground var painterBackground = LK.getAsset('PainterBackground', { anchorX: 0.5, anchorY: 1, x: 2048 / 2, y: 2732 - 15 + 15 + 400 - 100 + 50, width: 2048 * 0.9 * 0.95, height: 800 * 1.3 * 1.5, alpha: 1 }); game.addChild(painterBackground); // Generate String Of Numbers var randomNumberTexts = []; for (var i = 0; i < 50; i++) { // Create a new Text2 object to display the random number var randomNumberText = new Text2(Math.floor(Math.random() * 10).toString(), { size: 40, fill: 0x4A73B5, font: "Courier New" }); randomNumberText.anchor.set(0.5, 0.5); randomNumberText.x = 2048 / 50 * i; randomNumberText.y = 2732 / 2 + 930; game.addChild(randomNumberText); randomNumberTexts.push(randomNumberText); } // Add brown board to the game var brownBoardWidth = 400; // Define the width of the BrownBoard asset var brownBoardHeight = 400; // Define the height of the BrownBoard asset var brownBoard = LK.getAsset('BrownBoard', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 - 30, scaleX: 2048 / brownBoardWidth, scaleY: (6 / 1.5 * 1.1 * 1.1 * 0.95 * brownBoardHeight + 30) / brownBoardHeight, alpha: 1 }); // Add main background to the game var background = LK.getAsset('Background', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 + 20, y: 2732 / 2, width: 2068 * 1.05, height: 2000, alpha: 1 }); game.addChild(brownBoard); game.addChild(background); // Add gridBack behind the grid, but above Background var gridBack = LK.getAsset('GridBack', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 - 5, y: 2732 / 2 - 20, width: 1400 * 1.2 + 5, height: 1400 * 1.1 * 1.1 - 10, alpha: 1 }); game.addChild(gridBack); // Initialize a 6x6 grid of SquareWhite in the middle of the screen var SequenceLength = 1; // Set SequenceLength to 1 by default var sequenceCurrentLength = 0; // Set sequenceCurrentLength to 0 by default var MainSequence = []; // Initialize MainSequence array function setFirstSquareWhiteToOn3() { if (MainSequence.length > 0) { var firstSquarePosition = MainSequence[0]; var firstSquare = grid.find(function (square) { return square.positionInGrid === firstSquarePosition; }); if (firstSquare) { firstSquare.LightType = 'on3'; firstSquare.attachAsset('SquareWhite', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.112 * 1.08 * 1.05 * 1.08 * 1.05, scaleY: 2.112 * 1.08 * 1.05 * 1.08 * 1.05, alpha: 1, tint: 0xEDF8FF }); } } } setFirstSquareWhiteToOn3(); var grid = []; var gridSize = 6; var squareSize = 225.28 * 1.08 * 1.08 * 1.05; // Increase the size of the grid by an additional 5% var startX = (2048 - gridSize * squareSize) / 2 + 110 + 20; var startY = (2732 - gridSize * squareSize) / 2 + 90 + 20 + 5; for (var i = 0; i < gridSize; i++) { for (var j = 0; j < gridSize; j++) { var square = new SquareWhite(); square.x = startX + i * squareSize; square.y = startY + j * squareSize; square.squarePosition = j * gridSize + i + 1; // Assign position based on grid in horizontal order game.addChild(square); grid.push(square); if (i === 0 && j === 0) { var randomIndex = Math.floor(Math.random() * 4); var possibleValues = [1, 6, 31, 36]; MainSequence.push(possibleValues[randomIndex]); // Set the first element of MainSequence to 1, 6, 31, or 36 with 25% probability each } } } // Create 6 WhiteCircle instances and stack them on top of each other in the middle of the screen for (var i = 0; i < 6; i++) { var whiteCircle = LK.getAsset('WhiteCircle', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 - 910, y: 2732 / 2 + i * 300 - 730 - 20 - 5, width: 31.5, height: 31.5, tint: 0x34dbeb }); game.addChild(whiteCircle); // Add a randomiser to change the brightness of each WhiteCircle every 1-5 seconds (function (whiteCircle) { var _changeBrightness = function changeBrightness() { var randomTime = Math.random() * 5000 + 3000; // Random time between 3-8 seconds whiteCircle.alpha = 0.2; // Change brightness to 20% LK.setTimeout(function () { whiteCircle.alpha = 1; // Revert brightness back LK.setTimeout(_changeBrightness, randomTime); // Schedule next brightness change }, randomTime); }; _changeBrightness(); // Start changing brightness })(whiteCircle); } // Add score on top of the screen var scoreTxt = new Text2('0', { size: 160, fill: 0x67BAEB, font: "Courier New" }); // Set score to 0 LK.setScore(0); scoreTxt.setText(LK.getScore()); scoreTxt.anchor.set(0.5, 0); scoreTxt.y += 9; LK.gui.top.addChild(scoreTxt); // Add LevelCounter text 200 pixels under Score var levelCounterTxt = new Text2('Text here', { size: 65, fill: 0xb6bcd6, font: "Courier New" }); levelCounterTxt.anchor.set(0.5, 0); levelCounterTxt.y = scoreTxt.y + 170; LK.gui.top.addChild(levelCounterTxt); for (var i = 0; i < 6; i++) { var rectangle = game.addChild(new WhiteRectangle()); rectangle.x = 2048 - rectangle.width / 2 + 20 - 15; // Move to the right side of the screen and 20 pixels more to the right, then move 15 pixels to the left rectangle.y = i * (rectangle.height + 10) + 945; // Move 945 pixels lower } // Add DebugText in the top right part of the screen var debugTxt = new Text2(sequenceCurrentLength.toString(), { size: 80, fill: 0x888FA2, font: "Courier New" }); debugTxt.anchor.set(0.5, 0.5); debugTxt.x = 2048 / 2 - 560; debugTxt.y = 2732 / 2 - 1230; LK.gui.top.addChild(debugTxt);
===================================================================
--- original.js
+++ change.js
@@ -315,9 +315,9 @@
rectangle.x = 2048 - rectangle.width / 2 + 20 - 15; // Move to the right side of the screen and 20 pixels more to the right, then move 15 pixels to the left
rectangle.y = i * (rectangle.height + 10) + 945; // Move 945 pixels lower
}
// Add DebugText in the top right part of the screen
-var debugTxt = new Text2(MainSequence[0].toString(), {
+var debugTxt = new Text2(sequenceCurrentLength.toString(), {
size: 80,
fill: 0x888FA2,
font: "Courier New"
});
square with Neon dark blue borders, simple, futuristic, 2d. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Sci-fi Vault dark Concrete wall texture 2d. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Scifi Square with thin, rounded corners. Dark grey. 2d. Single Game Texture. Little blue outline
Smooth white circle, 2d, simple. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Rounded white square. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.