User prompt
Şimdide ayarlar sekmesini ekle ayarlar sekmesi sadece oyun başlayınca en üst irtada duracak ve basılınca ekranda menüye geri dön veya oyuna geri dön yazacak oyuna geri döne basınca kaldığı yerden devam edecek menüye döne basarsa menüye gidecek
User prompt
Bak şimdi oyunu 4 farklı sekmeye ayır oyun menü store ve sell sonra sell, store, oyun ve menüdeki yazılar başka yere girince gitisn yani sell sekmesindeki yazı menüye dönünce silinsin
User prompt
Menüye dönünce tüm ekrandaki menüye ait olmayan tüm yazılar silinsin yazılar
Code edit (1 edits merged)
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User prompt
butona tıklanınca store gizle ana menü göster store menüsü göster satın al yazısı göster depo boş yazısı göster store başlığı
Code edit (1 edits merged)
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User prompt
Time yazısı oyuna baslamadan görünmesin ayrıca oyundan çıkınca da menüde görünmesin
User prompt
Oyunda sekmeye girdikten sonra yani sell ve store girince ekrandaki yazı gitsin ve çıkınca da gitsin yank ana ekrandaki yazı sell ve store girnce silinsin sell ve storedaki yazı ise menüye geri dönünce silinsin
User prompt
Sell ve store yerine girdiğimizde yazı kalmasın ekranda aynı şekilde çıkınca da o bugı hemen düzelt
User prompt
Oyun mekaniklerini düzenle biryerlere girdiğimizde ve çıktığımızda ekranda yazı kalmasın
User prompt
Please fix the bug: 'Uncaught TypeError: LK.pauseGame is not a function' in or related to this line: 'LK.pauseGame();' Line Number: 801
User prompt
Ayarlara basınca oyun dursun ve ekrana baştan başla ve menüye dön seçeneği gelsin ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Ayarlar kısmı oyun başlayınca en üst ortada olsun
User prompt
Oyun başladığında en üst irtada irta büyüklükte bi ayarlar resmi olsun ve oarada oyuna baştan başla ve menüye geri dön seçeneği olsun menüye geri dönünce dönmeden önce aldığımız fosiller store eklensin ve baştan baslaya basınca eşyalar sıfırlanmayacak sadece 1 seviyeye geri dönecek fosilkeri skoru ve parası sıfırlanmayacak yani ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Oyuna fosilleri satıp oara kazandığımız bi mantık getir ardından bulduğumuz fosilleri nadir ligine göre sıralayan bi store sistemi ekle store store sistemj giriş ekranında olsun aynı şekilde sell özelliğide ve oyunu birkere oynarsak herşey kaydedilir ve çık gir yapsa bile eski hesaba geri dönebilir ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Delete leadbord
User prompt
Please fix the bug: 'Timeout.tick error: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'storage.leaderboard = leaderboard;' Line Number: 381 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Oyuna skor tablosu ekle insanlar nickname girsin ve oynasın aldığı ouana göre üste çıksın ne kadar az puan o kadar düşük sıralama olsun ne kadar hızlı olursalar o kadar yüksek ouan alsınlar ve puan yavaş ve az şekilde azalsın ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Nick name kısmını düzenle tüm harfler olsun içinde ve bick yerinin altında add ve delete yazsın add basınca harfi koyalım delete basınca silelim harf değiştirmek için sağ ve sol tuşlara basalım sağa basınca bi sonraki sola basınca bi önceki harfe geçelim
User prompt
Nickname şeyini düzelt altta ekle ve sil yazısı olsun ve ona göre yazalım tüm harfler olsun
Code edit (1 edits merged)
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User prompt
Fossil Hunter: Paleontology Dig
Initial prompt
İnsanların fosil bulduğu aşırı kaliteli 20 farklı seviyesi olan ve dikat isteyen bur paleontoloji oyunu yapalım oyunun girişinde oyuncular kendine nickname koymalı ve koymadan baslayamaz isim koyarken harfler için bir <> butonları ekle ve skor olsun fosiller ne kadar kusursuz ve erken çıkarsa o kadar yüksek skor alsın oyuncu fosil bulmak için her seviyede farklı yerlerde ilerleyecek ve bulduğu tüm kireç taşlarını alacak ve hepsini kıracak her seviyede 3-6 arası fosil olsun ve bazıları aşırı nadir olsun
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Fossil = Container.expand(function (fossilType) { var self = Container.call(this); var fossilGraphics = self.attachAsset(fossilType, { anchorX: 0.5, anchorY: 0.5 }); self.fossilType = fossilType; self.isCollected = false; self.points = fossilType === 'rareFossil' ? 500 : 100; self.down = function (x, y, obj) { if (!self.isCollected) { self.collectFossil(); } }; self.collectFossil = function () { self.isCollected = true; LK.getSound('fossilFound').play(); // Award points based on extraction speed var speedBonus = Math.max(0, 100 - Math.floor(levelTimer / 100)); var totalPoints = self.points + speedBonus; LK.setScore(LK.getScore() + totalPoints); scoreText.setText('Score: ' + LK.getScore()); // Animate collection tween(self, { scaleX: 1.5, scaleY: 1.5, alpha: 0 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { currentLevel.fossilsCollected++; currentLevel.checkLevelComplete(); } }); }; return self; }); var Level = Container.expand(function (levelNumber) { var self = Container.call(this); self.levelNumber = levelNumber; self.blocks = []; self.fossils = []; self.fossilsCollected = 0; self.totalFossils = 0; self.blocksCollected = 0; self.totalBlocks = 0; self.createLevel = function () { // Create excavation site background var site = self.attachAsset('excavationSite', { anchorX: 0.5, anchorY: 0.5 }); site.x = 1024; site.y = 1000; // Determine fossils for this level (3-6 fossils) var fossilCount = 3 + Math.floor(Math.random() * 4); var fossilTypes = ['fossil1', 'fossil2', 'fossil3']; // Add rare fossil chance (higher in later levels) if (Math.random() < levelNumber * 0.05) { fossilTypes.push('rareFossil'); } self.totalFossils = fossilCount; // Create limestone blocks grid var blocksPerRow = 8; var rows = 6; var startX = 400; var startY = 400; var spacing = 140; var fossilPositions = []; for (var i = 0; i < fossilCount; i++) { var randomPos = Math.floor(Math.random() * (blocksPerRow * rows)); while (fossilPositions.indexOf(randomPos) !== -1) { randomPos = Math.floor(Math.random() * (blocksPerRow * rows)); } fossilPositions.push(randomPos); } var blockIndex = 0; for (var row = 0; row < rows; row++) { for (var col = 0; col < blocksPerRow; col++) { var block = new LimestoneBlock(); block.x = startX + col * spacing; block.y = startY + row * spacing; // Check if this block contains a fossil if (fossilPositions.indexOf(blockIndex) !== -1) { block.hasFossil = true; var fossilTypeIndex = Math.floor(Math.random() * fossilTypes.length); block.fossilType = fossilTypes[fossilTypeIndex]; } self.blocks.push(block); self.addChild(block); blockIndex++; } } self.totalBlocks = self.blocks.length; }; self.revealFossil = function (fossilType, x, y) { var fossil = new Fossil(fossilType); fossil.x = x; fossil.y = y; // Animate fossil appearance fossil.alpha = 0; fossil.scaleX = 0; fossil.scaleY = 0; self.fossils.push(fossil); self.addChild(fossil); tween(fossil, { alpha: 1, scaleX: 1, scaleY: 1 }, { duration: 400, easing: tween.easeOut }); }; self.checkBlockCollection = function () { self.blocksCollected++; if (self.blocksCollected >= self.totalBlocks) { // All blocks collected, show any remaining fossils for (var i = 0; i < self.blocks.length; i++) { var block = self.blocks[i]; if (block.hasFossil && !block.isCollected) { self.revealFossil(block.fossilType, block.x, block.y); } } } }; self.checkLevelComplete = function () { if (self.fossilsCollected >= self.totalFossils) { LK.getSound('levelComplete').play(); // Level completion bonus var timeBonus = Math.max(0, 1000 - Math.floor(levelTimer / 10)); LK.setScore(LK.getScore() + timeBonus); scoreText.setText('Score: ' + LK.getScore()); // Progress to next level after delay LK.setTimeout(function () { if (currentLevelNumber < 20) { startLevel(currentLevelNumber + 1); } else { // Game complete LK.showYouWin(); } }, 2000); } }; return self; }); var LimestoneBlock = Container.expand(function () { var self = Container.call(this); var blockGraphics = self.attachAsset('limestone', { anchorX: 0.5, anchorY: 0.5 }); self.hasFossil = false; self.fossilType = null; self.isCollected = false; self.down = function (x, y, obj) { if (!self.isCollected) { self.collectBlock(); } }; self.collectBlock = function () { self.isCollected = true; LK.getSound('dig').play(); // Animate collection tween(self, { scaleX: 0, scaleY: 0, alpha: 0 }, { duration: 300, easing: tween.easeIn, onFinish: function onFinish() { if (self.hasFossil) { currentLevel.revealFossil(self.fossilType, self.x, self.y); } currentLevel.checkBlockCollection(); } }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2F4F4F }); /**** * Game Code ****/ var gameState = 'nickname'; // 'nickname', 'playing' var playerNickname = ''; var alphabet = 'ABCDEFGHIJKLMNOPQRSTUVWXYZ'; var currentLetterIndex = 0; var currentLevelNumber = 1; var currentLevel = null; var levelTimer = 0; // UI Elements var nicknameText = new Text2('Enter Nickname: A', { size: 80, fill: '#FFFFFF' }); nicknameText.anchor.set(0.5, 0.5); nicknameText.x = 1024; nicknameText.y = 800; var instructionText = new Text2('Use arrows to select letters, then tap Start', { size: 50, fill: '#CCCCCC' }); instructionText.anchor.set(0.5, 0.5); instructionText.x = 1024; instructionText.y = 900; var scoreText = new Text2('Score: 0', { size: 60, fill: '#FFFFFF' }); scoreText.anchor.set(0, 0); var levelText = new Text2('Level: 1', { size: 60, fill: '#FFFFFF' }); levelText.anchor.set(1, 0); var timerText = new Text2('Time: 0', { size: 50, fill: '#FFFFFF' }); timerText.anchor.set(0.5, 0); // Nickname input elements var leftArrow = game.attachAsset('arrowLeft', { anchorX: 0.5, anchorY: 0.5 }); leftArrow.x = 800; leftArrow.y = 1000; var rightArrow = game.attachAsset('arrowRight', { anchorX: 0.5, anchorY: 0.5 }); rightArrow.x = 1248; rightArrow.y = 1000; var startButton = game.attachAsset('startButton', { anchorX: 0.5, anchorY: 0.5 }); startButton.x = 1024; startButton.y = 1200; var startButtonText = new Text2('START', { size: 40, fill: '#FFFFFF' }); startButtonText.anchor.set(0.5, 0.5); startButtonText.x = 1024; startButtonText.y = 1200; // Add nickname UI to game game.addChild(nicknameText); game.addChild(instructionText); game.addChild(leftArrow); game.addChild(rightArrow); game.addChild(startButton); game.addChild(startButtonText); // Add game UI to GUI LK.gui.topLeft.addChild(scoreText); scoreText.x = 120; scoreText.y = 20; LK.gui.topRight.addChild(levelText); levelText.x = -20; levelText.y = 20; LK.gui.top.addChild(timerText); timerText.y = 100; function updateNicknameDisplay() { var displayText = 'Enter Nickname: ' + playerNickname + alphabet[currentLetterIndex]; nicknameText.setText(displayText); } function startLevel(levelNumber) { // Clean up previous level if (currentLevel) { currentLevel.destroy(); } currentLevelNumber = levelNumber; levelTimer = 0; // Create new level currentLevel = new Level(levelNumber); currentLevel.createLevel(); game.addChild(currentLevel); levelText.setText('Level: ' + levelNumber); } function startGame() { if (playerNickname.length === 0) return; gameState = 'playing'; // Hide nickname UI nicknameText.visible = false; instructionText.visible = false; leftArrow.visible = false; rightArrow.visible = false; startButton.visible = false; startButtonText.visible = false; // Start first level startLevel(1); } // Event handlers leftArrow.down = function (x, y, obj) { if (gameState !== 'nickname') return; currentLetterIndex = (currentLetterIndex - 1 + alphabet.length) % alphabet.length; updateNicknameDisplay(); }; rightArrow.down = function (x, y, obj) { if (gameState !== 'nickname') return; currentLetterIndex = (currentLetterIndex + 1) % alphabet.length; updateNicknameDisplay(); }; startButton.down = function (x, y, obj) { if (gameState !== 'nickname') return; startGame(); }; game.down = function (x, y, obj) { if (gameState === 'nickname') { // Add current letter to nickname if (playerNickname.length < 12) { playerNickname += alphabet[currentLetterIndex]; currentLetterIndex = 0; updateNicknameDisplay(); } } }; // Game update loop game.update = function () { if (gameState === 'playing') { levelTimer++; timerText.setText('Time: ' + Math.floor(levelTimer / 60)); } }; // Initialize display updateNicknameDisplay();
===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,345 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+var storage = LK.import("@upit/storage.v1");
+
+/****
+* Classes
+****/
+var Fossil = Container.expand(function (fossilType) {
+ var self = Container.call(this);
+ var fossilGraphics = self.attachAsset(fossilType, {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.fossilType = fossilType;
+ self.isCollected = false;
+ self.points = fossilType === 'rareFossil' ? 500 : 100;
+ self.down = function (x, y, obj) {
+ if (!self.isCollected) {
+ self.collectFossil();
+ }
+ };
+ self.collectFossil = function () {
+ self.isCollected = true;
+ LK.getSound('fossilFound').play();
+ // Award points based on extraction speed
+ var speedBonus = Math.max(0, 100 - Math.floor(levelTimer / 100));
+ var totalPoints = self.points + speedBonus;
+ LK.setScore(LK.getScore() + totalPoints);
+ scoreText.setText('Score: ' + LK.getScore());
+ // Animate collection
+ tween(self, {
+ scaleX: 1.5,
+ scaleY: 1.5,
+ alpha: 0
+ }, {
+ duration: 500,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ currentLevel.fossilsCollected++;
+ currentLevel.checkLevelComplete();
+ }
+ });
+ };
+ return self;
+});
+var Level = Container.expand(function (levelNumber) {
+ var self = Container.call(this);
+ self.levelNumber = levelNumber;
+ self.blocks = [];
+ self.fossils = [];
+ self.fossilsCollected = 0;
+ self.totalFossils = 0;
+ self.blocksCollected = 0;
+ self.totalBlocks = 0;
+ self.createLevel = function () {
+ // Create excavation site background
+ var site = self.attachAsset('excavationSite', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ site.x = 1024;
+ site.y = 1000;
+ // Determine fossils for this level (3-6 fossils)
+ var fossilCount = 3 + Math.floor(Math.random() * 4);
+ var fossilTypes = ['fossil1', 'fossil2', 'fossil3'];
+ // Add rare fossil chance (higher in later levels)
+ if (Math.random() < levelNumber * 0.05) {
+ fossilTypes.push('rareFossil');
+ }
+ self.totalFossils = fossilCount;
+ // Create limestone blocks grid
+ var blocksPerRow = 8;
+ var rows = 6;
+ var startX = 400;
+ var startY = 400;
+ var spacing = 140;
+ var fossilPositions = [];
+ for (var i = 0; i < fossilCount; i++) {
+ var randomPos = Math.floor(Math.random() * (blocksPerRow * rows));
+ while (fossilPositions.indexOf(randomPos) !== -1) {
+ randomPos = Math.floor(Math.random() * (blocksPerRow * rows));
+ }
+ fossilPositions.push(randomPos);
+ }
+ var blockIndex = 0;
+ for (var row = 0; row < rows; row++) {
+ for (var col = 0; col < blocksPerRow; col++) {
+ var block = new LimestoneBlock();
+ block.x = startX + col * spacing;
+ block.y = startY + row * spacing;
+ // Check if this block contains a fossil
+ if (fossilPositions.indexOf(blockIndex) !== -1) {
+ block.hasFossil = true;
+ var fossilTypeIndex = Math.floor(Math.random() * fossilTypes.length);
+ block.fossilType = fossilTypes[fossilTypeIndex];
+ }
+ self.blocks.push(block);
+ self.addChild(block);
+ blockIndex++;
+ }
+ }
+ self.totalBlocks = self.blocks.length;
+ };
+ self.revealFossil = function (fossilType, x, y) {
+ var fossil = new Fossil(fossilType);
+ fossil.x = x;
+ fossil.y = y;
+ // Animate fossil appearance
+ fossil.alpha = 0;
+ fossil.scaleX = 0;
+ fossil.scaleY = 0;
+ self.fossils.push(fossil);
+ self.addChild(fossil);
+ tween(fossil, {
+ alpha: 1,
+ scaleX: 1,
+ scaleY: 1
+ }, {
+ duration: 400,
+ easing: tween.easeOut
+ });
+ };
+ self.checkBlockCollection = function () {
+ self.blocksCollected++;
+ if (self.blocksCollected >= self.totalBlocks) {
+ // All blocks collected, show any remaining fossils
+ for (var i = 0; i < self.blocks.length; i++) {
+ var block = self.blocks[i];
+ if (block.hasFossil && !block.isCollected) {
+ self.revealFossil(block.fossilType, block.x, block.y);
+ }
+ }
+ }
+ };
+ self.checkLevelComplete = function () {
+ if (self.fossilsCollected >= self.totalFossils) {
+ LK.getSound('levelComplete').play();
+ // Level completion bonus
+ var timeBonus = Math.max(0, 1000 - Math.floor(levelTimer / 10));
+ LK.setScore(LK.getScore() + timeBonus);
+ scoreText.setText('Score: ' + LK.getScore());
+ // Progress to next level after delay
+ LK.setTimeout(function () {
+ if (currentLevelNumber < 20) {
+ startLevel(currentLevelNumber + 1);
+ } else {
+ // Game complete
+ LK.showYouWin();
+ }
+ }, 2000);
+ }
+ };
+ return self;
+});
+var LimestoneBlock = Container.expand(function () {
+ var self = Container.call(this);
+ var blockGraphics = self.attachAsset('limestone', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.hasFossil = false;
+ self.fossilType = null;
+ self.isCollected = false;
+ self.down = function (x, y, obj) {
+ if (!self.isCollected) {
+ self.collectBlock();
+ }
+ };
+ self.collectBlock = function () {
+ self.isCollected = true;
+ LK.getSound('dig').play();
+ // Animate collection
+ tween(self, {
+ scaleX: 0,
+ scaleY: 0,
+ alpha: 0
+ }, {
+ duration: 300,
+ easing: tween.easeIn,
+ onFinish: function onFinish() {
+ if (self.hasFossil) {
+ currentLevel.revealFossil(self.fossilType, self.x, self.y);
+ }
+ currentLevel.checkBlockCollection();
+ }
+ });
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x2F4F4F
+});
+
+/****
+* Game Code
+****/
+var gameState = 'nickname'; // 'nickname', 'playing'
+var playerNickname = '';
+var alphabet = 'ABCDEFGHIJKLMNOPQRSTUVWXYZ';
+var currentLetterIndex = 0;
+var currentLevelNumber = 1;
+var currentLevel = null;
+var levelTimer = 0;
+// UI Elements
+var nicknameText = new Text2('Enter Nickname: A', {
+ size: 80,
+ fill: '#FFFFFF'
+});
+nicknameText.anchor.set(0.5, 0.5);
+nicknameText.x = 1024;
+nicknameText.y = 800;
+var instructionText = new Text2('Use arrows to select letters, then tap Start', {
+ size: 50,
+ fill: '#CCCCCC'
+});
+instructionText.anchor.set(0.5, 0.5);
+instructionText.x = 1024;
+instructionText.y = 900;
+var scoreText = new Text2('Score: 0', {
+ size: 60,
+ fill: '#FFFFFF'
+});
+scoreText.anchor.set(0, 0);
+var levelText = new Text2('Level: 1', {
+ size: 60,
+ fill: '#FFFFFF'
+});
+levelText.anchor.set(1, 0);
+var timerText = new Text2('Time: 0', {
+ size: 50,
+ fill: '#FFFFFF'
+});
+timerText.anchor.set(0.5, 0);
+// Nickname input elements
+var leftArrow = game.attachAsset('arrowLeft', {
+ anchorX: 0.5,
+ anchorY: 0.5
+});
+leftArrow.x = 800;
+leftArrow.y = 1000;
+var rightArrow = game.attachAsset('arrowRight', {
+ anchorX: 0.5,
+ anchorY: 0.5
+});
+rightArrow.x = 1248;
+rightArrow.y = 1000;
+var startButton = game.attachAsset('startButton', {
+ anchorX: 0.5,
+ anchorY: 0.5
+});
+startButton.x = 1024;
+startButton.y = 1200;
+var startButtonText = new Text2('START', {
+ size: 40,
+ fill: '#FFFFFF'
+});
+startButtonText.anchor.set(0.5, 0.5);
+startButtonText.x = 1024;
+startButtonText.y = 1200;
+// Add nickname UI to game
+game.addChild(nicknameText);
+game.addChild(instructionText);
+game.addChild(leftArrow);
+game.addChild(rightArrow);
+game.addChild(startButton);
+game.addChild(startButtonText);
+// Add game UI to GUI
+LK.gui.topLeft.addChild(scoreText);
+scoreText.x = 120;
+scoreText.y = 20;
+LK.gui.topRight.addChild(levelText);
+levelText.x = -20;
+levelText.y = 20;
+LK.gui.top.addChild(timerText);
+timerText.y = 100;
+function updateNicknameDisplay() {
+ var displayText = 'Enter Nickname: ' + playerNickname + alphabet[currentLetterIndex];
+ nicknameText.setText(displayText);
+}
+function startLevel(levelNumber) {
+ // Clean up previous level
+ if (currentLevel) {
+ currentLevel.destroy();
+ }
+ currentLevelNumber = levelNumber;
+ levelTimer = 0;
+ // Create new level
+ currentLevel = new Level(levelNumber);
+ currentLevel.createLevel();
+ game.addChild(currentLevel);
+ levelText.setText('Level: ' + levelNumber);
+}
+function startGame() {
+ if (playerNickname.length === 0) return;
+ gameState = 'playing';
+ // Hide nickname UI
+ nicknameText.visible = false;
+ instructionText.visible = false;
+ leftArrow.visible = false;
+ rightArrow.visible = false;
+ startButton.visible = false;
+ startButtonText.visible = false;
+ // Start first level
+ startLevel(1);
+}
+// Event handlers
+leftArrow.down = function (x, y, obj) {
+ if (gameState !== 'nickname') return;
+ currentLetterIndex = (currentLetterIndex - 1 + alphabet.length) % alphabet.length;
+ updateNicknameDisplay();
+};
+rightArrow.down = function (x, y, obj) {
+ if (gameState !== 'nickname') return;
+ currentLetterIndex = (currentLetterIndex + 1) % alphabet.length;
+ updateNicknameDisplay();
+};
+startButton.down = function (x, y, obj) {
+ if (gameState !== 'nickname') return;
+ startGame();
+};
+game.down = function (x, y, obj) {
+ if (gameState === 'nickname') {
+ // Add current letter to nickname
+ if (playerNickname.length < 12) {
+ playerNickname += alphabet[currentLetterIndex];
+ currentLetterIndex = 0;
+ updateNicknameDisplay();
+ }
+ }
+};
+// Game update loop
+game.update = function () {
+ if (gameState === 'playing') {
+ levelTimer++;
+ timerText.setText('Time: ' + Math.floor(levelTimer / 60));
+ }
+};
+// Initialize display
+updateNicknameDisplay();
\ No newline at end of file