Code edit (2 edits merged)
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Code edit (1 edits merged)
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Currently it is not setting On1 to OFF, fix that
Code edit (1 edits merged)
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Optimize grid update by reducing unnecessary reattachment
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Optimize asset reattachment by caching assets in SequenceShow
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Reduce frequency of random number text updates
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how do i fix the lag then?
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Fix inefficient looping in SequenceShow
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Please fix the bug: 'Cannot read properties of undefined (reading 'length')' in or related to this line: 'sequenceLength = MainSequence.length;' Line Number: 71
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Start sequence show
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fix inefficient looping in SequenceShow
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Please fix the bug: 'Cannot read properties of undefined (reading 'find')' in or related to this line: 'var firstSquare = grid.find(function (square) {' Line Number: 235
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Please fix the bug: 'Cannot read properties of undefined (reading 'find')' in or related to this line: 'var firstSquare = grid.find(function (square) {' Line Number: 233
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Please fix the bug: 'Cannot read properties of undefined (reading 'find')' in or related to this line: 'var firstSquare = grid.find(function (square) {' Line Number: 233
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Please fix the bug: 'Cannot read properties of undefined (reading 'find')' in or related to this line: 'var firstSquare = grid.find(function (square) {' Line Number: 233
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Please fix the bug: 'Cannot read properties of undefined (reading 'find')' in or related to this line: 'var firstSquare = grid.find(function (square) {' Line Number: 233
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Please fix the bug: 'Cannot read properties of undefined (reading 'find')' in or related to this line: 'var firstSquare = grid.find(function (square) {' Line Number: 216
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Please fix the bug: 'Cannot read properties of undefined (reading 'find')' in or related to this line: 'var firstSquare = grid.find(function (square) {' Line Number: 215
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Please fix the bug: 'Cannot read properties of undefined (reading 'length')' in or related to this line: 'sequenceLength = MainSequence.length;' Line Number: 71
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Please fix the bug: 'Cannot read properties of undefined (reading 'length')' in or related to this line: 'sequenceLength = MainSequence.length;' Line Number: 71
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Start SequenceShow at the start of the game
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/**** * 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() { sequenceLength = MainSequence.length; if (MainSequence.length > 0) { var _showNextNumber = function showNextNumber(index) { if (index < sequenceLength) { 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'; attachSquareWhiteAsset(sq); debugTxt.setText(sequenceCurrentLength.toString()); } ; if (sq.LightType !== 'off') { attachSquareWhiteAsset(sq); } }); square.LightType = 'on3'; sequenceCurrentLength += 1; attachSquareWhiteAsset(square); } LK.setTimeout(function () { _showNextNumber(index + 1); }, sequenceDelay); } }; 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, 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; } } if (sequenceCurrentLength === sequenceLength) { LK.setTimeout(function () { grid.forEach(function (square) { square.LightType = 'off'; if (square.LightType !== 'off') { attachSquareWhiteAsset(square); } }); }, 1000); return; } debugTxt.setText(sequenceCurrentLength.toString()); }; // 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 sequenceDelay = 600; var sequenceCurrentLength = 0; var sequenceLength = 1; 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 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 - 755, width: 31.5, height: 31.5, tint: 0x34dbeb }); game.addChild(whiteCircle); (function (whiteCircle) { var _changeBrightness = function changeBrightness() { var randomTime = Math.random() * 5000; whiteCircle.alpha = 0.2; LK.setTimeout(function () { whiteCircle.alpha = 1; LK.setTimeout(_changeBrightness, randomTime); }, 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" }); 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
@@ -72,11 +72,11 @@
sq.LightType = 'on1';
} else if (sq.LightType === 'on1') {
sq.LightType = 'off';
attachSquareWhiteAsset(sq);
+ debugTxt.setText(sequenceCurrentLength.toString());
}
;
- debugTxt.setText(sequenceCurrentLength.toString());
if (sq.LightType !== 'off') {
attachSquareWhiteAsset(sq);
}
});
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.