User prompt
Something within SequenceShow is making the game lag like mad. investigate why
User prompt
Pause starting SequenceShow for now
Code edit (3 edits merged)
Please save this source code
User prompt
After SequenceShow is over, start PlayerSequence
User prompt
in PlayerSequence set score to 99
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'ReferenceError: sequenceLength is not defined' in or related to this line: 'if (sequenceCurrentLength === sequenceLength) {' Line Number: 138
Code edit (1 edits merged)
Please save this source code
User prompt
Set sequenceLength to 0 by default
User prompt
Set sequenceLength to the amount of numbers in MainSequence array at the beginning of each SequenceShow loop
User prompt
Create a new function called PlayerSequence
Code edit (1 edits merged)
Please save this source code
User prompt
add a new condition in the update function: if sequenceCurrentLength === sequenceLength. if true, set score to 33
User prompt
add a new condition in the update function: if score is =1, check, if sequenceCurrentLength === sequenceLength. if true, set score to 33
User prompt
add a new condition: if sequenceCurrentLength === sequenceLength. if true, set score to 33
User prompt
add a new condition: if score is =1, check, if sequenceCurrentLength === sequenceLength. if true, set score to 33
User prompt
if sequenceCurrentLength = sequenceLength, set score to 33. put it after sequence show is over
User prompt
if sequenceCurrentLength = sequenceLength, set score to 33
User prompt
it is not setting it to 33, check for states of sequenceCurrentLength and sequenceLength infinitely
User prompt
if sequenceCurrentLength = 7, set score to 33
User prompt
if sequenceCurrentLength = sequenceLength, set score to 33
Code edit (5 edits merged)
Please save this source code
User prompt
replace all SequenceLength with sequenceLength
User prompt
Please fix the bug: 'Timeout.tick error: SequenceLength is not defined' in or related to this line: 'if (sequenceCurrentLength === SequenceLength) {' Line Number: 101
Code edit (1 edits merged)
Please save this source code
/**** * 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: 2.716, scaleY: 2.716, 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 ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Assets function attachSquareWhiteAsset(square) { square.attachAsset('SquareWhite', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.716, scaleY: 2.716, tint: square.LightType === 'on3' ? 0xEDF8FF : square.LightType === 'on2' ? 0xA2AABA : square.LightType === 'on1' ? 0x5D637A : 0x121636 }); } function SequenceShow() { if (MainSequence.length > 0) { var _showNextNumber = function showNextNumber(index) { if (index < MainSequence.length) { var squarePosition = MainSequence[index]; var square = grid.find(function (sq) { return sq.squarePosition === squarePosition; }); if (square) { // Update light types of previous numbers grid.forEach(function (sq) { if (sq.LightType === 'on3') { sq.LightType = 'on2'; } else if (sq.LightType === 'on2') { sq.LightType = 'on1'; } else if (sq.LightType === 'on1') { sq.LightType = 'off'; debugTxt.setText(sequenceCurrentLength.toString()); } ; attachSquareWhiteAsset(sq); }); square.LightType = 'on3'; sequenceCurrentLength += 1; attachSquareWhiteAsset(square); } LK.setTimeout(function () { _showNextNumber(index + 1); }, sequenceDelay); } }; if (sequenceCurrentLength === sequenceLength) { LK.setTimeout(function () { grid.forEach(function (square) { square.LightType = 'off'; attachSquareWhiteAsset(square); }); }, 1000); return; } debugTxt.setText(sequenceLength.toString()); _showNextNumber(0); } } // Start SequenceShow 1.5 seconds after the game starts LK.setTimeout(SequenceShow, 1500); var painterBackground = LK.getAsset('PainterBackground', { anchorX: 0.5, anchorY: 1, x: 1024, y: 3082, width: 1751.04, height: 1560 }); game.addChild(painterBackground); var randomNumberTexts = []; for (var i = 0; i < 50; i++) { 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 = 40.96 * i; randomNumberText.y = 2290; 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; } } debugTxt.setText(sequenceCurrentLength.toString()); if (LK.getScore() === 1 && sequenceCurrentLength === sequenceLength) { LK.setScore(33); scoreTxt.setText(LK.getScore()); } }; // Add Concrete as a background to all other items var concreteBackground = LK.getAsset('Concrete', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366, width: 2048, height: 2732, tint: 0x98bee3 }); game.addChildAt(concreteBackground, 0); // Add ScoreBack behind the score var scoreTxt = new Text2('0', { size: 135, fill: 0xFFFFFF, font: "Helvetica" }); var scoreBack = LK.getAsset('ScoreBack', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 120, width: 846.376, height: 969 }); game.addChild(scoreBack); // Add brown board to the game var brownBoardWidth = 400; var brownBoardHeight = 400; var brownBoard = LK.getAsset('BrownBoard', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1336, scaleX: 2048 / brownBoardWidth, scaleY: (4.6 * brownBoardHeight + 30) / brownBoardHeight }); // Add main background to the game var background = LK.getAsset('Background', { anchorX: 0.5, anchorY: 0.5, x: 1044, y: 1366, width: 2171.4, height: 2000 }); game.addChild(brownBoard); game.addChild(background); // Add gridBack var gridBack = LK.getAsset('GridBack', { anchorX: 0.5, anchorY: 0.5, x: 1019, y: 1346, width: 1685, height: 1697 }); game.addChild(gridBack); // Initialize a 6x6 grid of SquareWhite in the middle of the screen var sequenceLength = 7; var sequenceDelay = 600; var sequenceCurrentLength = 0; var MainSequence = []; 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'; attachSquareWhiteAsset(firstSquare); } } } setFirstSquareWhiteToOn3(); var grid = []; var gridSize = 6; var squareSize = 275.9; var startX = (2048 - gridSize * squareSize) / 2 + 130; var startY = (2732 - gridSize * squareSize) / 2 + 115; 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; game.addChild(square); grid.push(square); if (i === 0 && j === 0) { MainSequence.push(1, 2, 3, 9, 10, 16, 22); } } } // Create 6 WhiteCircle instances and stack them on top of each other for (var i = 0; i < 6; i++) { var whiteCircle = LK.getAsset('WhiteCircle', { anchorX: 0.5, anchorY: 0.5, x: 114, y: 600 + i * 300, width: 31.5, height: 31.5, tint: 0x34dbeb }); game.addChild(whiteCircle); (function (whiteCircle) { var _changeBrightness = function changeBrightness() { var randomTime = Math.random() * 5000 + 3000; whiteCircle.alpha = 0.2; LK.setTimeout(function () { whiteCircle.alpha = 1; LK.setTimeout(_changeBrightness, randomTime); }, randomTime); }; _changeBrightness(); })(whiteCircle); } // Add score on top of the screen var scoreTxt = new Text2('0', { size: 160, fill: 0x67BAEB, font: "Courier New" }); LK.setScore(0); scoreTxt.setText(LK.getScore()); scoreTxt.anchor.set(0.5, 0); scoreTxt.y += 9; LK.gui.top.addChild(scoreTxt); // Add LevelCounter text 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; rectangle.y = i * (rectangle.height + 10) + 945; } // Add DebugText var debugTxt = new Text2(sequenceCurrentLength.toString(), { size: 80, fill: 0x888FA2, font: "Courier New" }); debugTxt.anchor.set(0.5, 0.5); debugTxt.x = 464; debugTxt.y = 136; LK.gui.top.addChild(debugTxt);
===================================================================
--- original.js
+++ change.js
@@ -84,12 +84,10 @@
_showNextNumber(index + 1);
}, sequenceDelay);
}
};
- console.log("sequenceCurrentLength:", sequenceCurrentLength, "sequenceLength:", sequenceLength); // Log current states
if (sequenceCurrentLength === sequenceLength) {
LK.setTimeout(function () {
- LK.setScore(33);
grid.forEach(function (square) {
square.LightType = 'off';
attachSquareWhiteAsset(square);
});
@@ -132,8 +130,12 @@
randomNumberTexts[i].x = 2048;
}
}
debugTxt.setText(sequenceCurrentLength.toString());
+ if (LK.getScore() === 1 && sequenceCurrentLength === sequenceLength) {
+ LK.setScore(33);
+ scoreTxt.setText(LK.getScore());
+ }
};
// Add Concrete as a background to all other items
var concreteBackground = LK.getAsset('Concrete', {
anchorX: 0.5,
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.