User prompt
when game over should show the correct word
Code edit (4 edits merged)
Please save this source code
User prompt
when you faill it should show the correct answer
User prompt
the timer for pro mode should be 30 seconds
Code edit (1 edits merged)
Please save this source code
User prompt
if the letter is provided via hint it doesn't end the word
Code edit (1 edits merged)
Please save this source code
User prompt
implement the hint code on the button down
User prompt
use hint is not doing anything
User prompt
make the letters even slightly bigger
User prompt
the letters and slots should be slightly bigger, make sure it still fits 9 letter words in the screen
User prompt
the hint button is too on top of the back to menu button, move the hint button slightly up
User prompt
after going back to menu, starting a new game doesn't work
User prompt
the score and words text should be on the right side of the screen in casual mode there should be a button to give an hint, it costs 5 score there should be a button to go back to main menu
User prompt
fix the fext with the correct way of changing text color
User prompt
Please fix the bug: 'Timeout.tick error: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'statusText.style.fill = 0xff3333;' Line Number: 453
User prompt
Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'statusText.style.fill = 0xffffff;' Line Number: 328
User prompt
Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'statusText.style.fill = 0xffffff;' Line Number: 328
User prompt
Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'statusText.style.fill = 0xffffff;' Line Number: 327
Code edit (1 edits merged)
Please save this source code
User prompt
i can't click the main menu buttons
User prompt
game is not starting when i click the buttons..
/**** * Classes ****/ var Button = Container.expand(function (text, color) { var self = Container.call(this); var buttonGraphics = self.attachAsset('menuButton', { anchorX: 0.5, anchorY: 0.5 }); if (color) { buttonGraphics.tint = color; } var buttonText = new Text2(text, { size: 70, fill: 0xffffff }); buttonText.anchor.set(0.5); self.addChild(buttonText); return self; }); var Confetti = Container.expand(function () { var self = Container.call(this); var confettiGraphics = self.attachAsset('confetti', { anchorX: 0.5, anchorY: 0.5 }); // Random color confettiGraphics.tint = Math.random() * 0xffffff; self.vx = (Math.random() - 0.5) * 20; self.vy = -Math.random() * 15 - 5; self.gravity = 0.5; self.rotation = Math.random() * Math.PI * 2; self.rotSpeed = (Math.random() - 0.5) * 0.2; self.lifetime = 60 + Math.random() * 60; self.update = function () { self.x += self.vx; self.y += self.vy; self.vy += self.gravity; self.rotation += self.rotSpeed; self.lifetime--; self.alpha = Math.min(1, self.lifetime / 30); if (self.lifetime <= 0) { self.destroy(); return true; } return false; }; }); var Letter = Container.expand(function (_char, index) { var self = Container.call(this); var letterGraphics = self.attachAsset('letter', { anchorX: 0.5, anchorY: 0.5 }); var letterText = new Text2(_char.toUpperCase(), { size: 70, fill: 0x000000 }); letterText.anchor.set(0.5); self.addChild(letterText); self["char"] = _char; self.slotIndex = null; self.originalIndex = index; self.isDragging = false; self.startX = 0; self.startY = 0; self.targetX = 0; self.targetY = 0; self.isMoving = false; self.setHighlight = function (isCorrect) { if (isCorrect) { letterGraphics.tint = 0x33ff33; } else if (isCorrect === false) { // explicitly check for false to differentiate from undefined letterGraphics.tint = 0xff3333; } else { letterGraphics.tint = 0xffffff; } }; self.update = function () { if (self.isMoving) { var dx = self.targetX - self.x; var dy = self.targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 5) { self.x = self.targetX; self.y = self.targetY; self.isMoving = false; } else { self.x += dx * 0.2; self.y += dy * 0.2; } } }; self.moveTo = function (x, y) { self.targetX = x; self.targetY = y; self.isMoving = true; }; self.returnToField = function () { self.slotIndex = null; self.moveTo(self.startX, self.startY); }; }); var Slot = Container.expand(function (index) { var self = Container.call(this); var slotGraphics = self.attachAsset('slot', { anchorX: 0.5, anchorY: 0.5 }); self.index = index; self.letter = null; self.setLetter = function (letter) { self.letter = letter; if (letter) { letter.slotIndex = self.index; } }; self.clearLetter = function () { if (self.letter) { self.letter.slotIndex = null; self.letter = null; } }; }); var TimeBar = Container.expand(function () { var self = Container.call(this); var barBg = self.attachAsset('timeBarBg', { anchorX: 0, anchorY: 0.5 }); var barFill = new Container(); var barFillGraphics = barFill.attachAsset('timeBar', { anchorX: 0, anchorY: 0.5 }); self.addChild(barFill); self.maxTime = 15 * 60; // 15 seconds at 60fps self.timeLeft = self.maxTime; self.reset = function () { self.timeLeft = self.maxTime; barFill.scale.x = 1; }; self.update = function () { if (self.timeLeft > 0) { self.timeLeft--; barFill.scale.x = self.timeLeft / self.maxTime; } return self.timeLeft <= 0; }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000055 }); /**** * Game Code ****/ // Play background music in a loop var WordList = function WordList() { // A selection of 500 English words (5-9 letters) var words = ["about", "above", "actor", "adult", "after", "again", "agree", "ahead", "album", "allow", "alone", "along", "already", "always", "amount", "angry", "animal", "answer", "anyone", "anything", "appear", "apple", "argue", "around", "arrive", "artist", "assume", "attack", "attend", "author", "autumn", "awake", "award", "badge", "baggage", "bake", "balance", "balloon", "banana", "banner", "barely", "barrel", "basket", "battle", "beach", "beauty", "because", "become", "before", "begin", "behind", "belief", "belong", "beneath", "beside", "better", "between", "beyond", "bicycle", "black", "blame", "blank", "blanket", "blind", "block", "blood", "board", "boast", "bonus", "border", "borrow", "bottle", "bottom", "bounce", "brain", "branch", "brave", "bread", "break", "breath", "brick", "bridge", "brief", "bright", "broad", "broken", "brother", "brown", "brush", "budget", "build", "bumpy", "bunch", "burden", "butter", "button", "cable", "camel", "camera", "cancel", "candy", "cannon", "canoe", "canvas", "canyon", "capable", "capital", "captain", "carbon", "career", "careful", "carpet", "carrot", "carry", "carton", "castle", "cattle", "caught", "cause", "caution", "cease", "ceiling", "celery", "cellar", "century", "certain", "chain", "chair", "chalk", "channel", "chapter", "charge", "charm", "chart", "chase", "cheap", "check", "cheer", "cheese", "cherry", "chicken", "chief", "child", "chill", "choice", "choose", "church", "circle", "claim", "class", "clean", "clear", "clerk", "clever", "cliff", "climb", "clock", "close", "cloth", "cloud", "clown", "coach", "coast", "coffee", "collar", "colony", "color", "column", "combat", "combine", "comedy", "coming", "common", "compass", "complex", "compute", "conceal", "concept", "concern", "concert", "conduct", "confirm", "connect", "consent", "contain", "content", "contest", "control", "convert", "cookie", "copper", "corner", "correct", "cotton", "couch", "cough", "council", "count", "country", "county", "couple", "course", "cousin", "cover", "crack", "craft", "crash", "crawl", "crazy", "cream", "create", "credit", "creek", "crime", "crisp", "critic", "cross", "crowd", "crown", "cruel", "crush", "crystal", "culture", "cunning", "curious", "current", "curtain", "curve", "cushion", "custom", "cutting", "cycle", "daily", "damage", "dance", "danger", "daring", "darken", "dazzle", "dealer", "debate", "debris", "decade", "decay", "decent", "decide", "declare", "decorate", "decrease", "dedicate", "defeat", "defend", "define", "degree", "delay", "delete", "delight", "deliver", "demand", "demise", "denial", "dense", "dental", "depart", "depend", "depict", "deposit", "depth", "deputy", "derive", "describe", "desert", "design", "desire", "despair", "destroy", "detail", "detect", "develop", "device", "devote", "diagnose", "diamond", "diary", "dictate", "differ", "digest", "digital", "dignity", "dilemma", "diminish", "dinner", "direct", "disable", "disagree", "disclose", "discover", "discuss", "disease", "disgust", "dismiss", "display", "dispose", "distance", "distort", "disturb", "divide", "divine", "dizzy", "doctor", "document", "domain", "domestic", "dominate", "donate", "donor", "double", "doubt", "dozen", "draft", "dragon", "drama", "dream", "dress", "drift", "drink", "drive", "drone", "drown", "drunk", "dryer", "duckling", "dumb", "dusk", "dust", "duty", "dwarf", "dwell", "eager", "eagle", "early", "earth", "easily", "easter", "eastern", "eating", "eclipse", "ecology", "economy", "edition", "editor", "educate", "effect", "effort", "eight", "either", "elbow", "elder", "elect", "eleven", "elite", "email", "embark", "embody", "embrace", "emerge", "emotion", "employ", "empower", "empty", "enable", "enact", "endless", "endorse", "endure", "enemy", "energy", "enforce", "engage", "engine", "enhance", "enjoy", "enlist", "enough", "enrich", "ensign", "ensure", "enter", "entitle", "entity", "entrance", "envelope", "envision", "envy", "equal", "equip", "equity", "eraser", "erode", "erosion", "error", "erupt", "escape", "escort", "essay", "essence", "estate", "esteem", "eternal", "ethics", "evidence", "evoke", "evolve", "exact", "examine", "example", "exceed", "excel", "except", "excess", "exchange", "excite", "exclude", "excuse", "execute", "exempt", "exhaust", "exhibit", "exist", "expand", "expect", "expert", "explain", "explode", "explore", "export", "expose", "express", "extend", "extra", "eyebrow", "fabric", "facade", "factor", "factory", "faculty", "fading", "falcon", "falling", "fallout", "famous", "fantasy", "farmer", "fashion", "father", "fatigue", "fault", "favor", "feature", "federal", "feeling", "fellow", "female", "fence", "ferry", "fever", "fiber", "fiction", "field", "fierce", "fight", "figure", "filter", "final", "find", "finger", "finish", "fire", "firm", "first"]; return { getRandomWord: function getRandomWord() { return words[Math.floor(Math.random() * words.length)]; } }; }; LK.playMusic('background', { loop: true }); // Game constants var GAME_WIDTH = 2048; var GAME_HEIGHT = 2732; var LETTER_SIZE = 100; var LETTER_MARGIN = 20; var PLAYING_FIELD_TOP = 400; var PLAYING_FIELD_HEIGHT = 1300; var SLOT_AREA_TOP = PLAYING_FIELD_TOP + PLAYING_FIELD_HEIGHT + 100; /**** * Game Variables ****/ var wordList = new WordList(); var currentWord = ""; var letters = []; var slots = []; var confetti = []; var score = 0; var wordsCompleted = 0; var timeBar = null; var isGameActive = false; var isProMode = false; var menuContainer = null; var gameContainer = null; var draggedLetter = null; var dragStartPos = { x: 0, y: 0 }; /**** * UI Elements ****/ var background = game.attachAsset('background', {}); game.addChildAt(background, 0); var scoreText = new Text2('SCORE: 0', { size: 70, fill: 0xffffff }); scoreText.anchor.set(1, 0); scoreText.x = GAME_WIDTH - 50; scoreText.y = 50; var wordText = new Text2('WORD: 0', { size: 70, fill: 0xffffff }); wordText.anchor.set(1, 0); wordText.x = GAME_WIDTH - 50; wordText.y = 130; var statusText = new Text2('', { size: 70, fill: 0xffffff }); statusText.anchor.set(0.5); statusText.x = GAME_WIDTH / 2; statusText.y = 200; /**** * Main Menu ****/ function createMainMenu() { menuContainer = new Container(); game.addChild(menuContainer); var menuBg = menuContainer.attachAsset('menuBackground', {}); var titleText = new Text2('WORD PUZZLE', { size: 120, fill: 0xffffff }); titleText.anchor.set(0.5); titleText.x = GAME_WIDTH / 2; titleText.y = GAME_HEIGHT * 0.25; menuContainer.addChild(titleText); var casualButton = new Button('CASUAL MODE'); casualButton.x = GAME_WIDTH / 2; casualButton.y = GAME_HEIGHT * 0.45; menuContainer.addChild(casualButton); var proButton = new Button('PRO MODE', 0xff3366); proButton.x = GAME_WIDTH / 2; proButton.y = GAME_HEIGHT * 0.6; menuContainer.addChild(proButton); var instructionsText = new Text2('Arrange the letters to form the correct word', { size: 50, fill: 0xaaaaff }); instructionsText.anchor.set(0.5); instructionsText.x = GAME_WIDTH / 2; instructionsText.y = GAME_HEIGHT * 0.75; menuContainer.addChild(instructionsText); } /**** * Game Functions ****/ function startGame(proMode) { // Remove menu if it exists if (menuContainer) { menuContainer.destroy(); menuContainer = null; } // Create game container gameContainer = new Container(); game.addChild(gameContainer); // Add UI elements gameContainer.addChild(scoreText); gameContainer.addChild(wordText); gameContainer.addChild(statusText); // Set game mode isProMode = proMode; // Add hint button in casual mode if (!isProMode) { var hintButton = new Button('HINT (-5 SCORE)', 0x33cc33); hintButton.x = GAME_WIDTH / 2; hintButton.y = GAME_HEIGHT - 200; hintButton.on('down', function () { if (score >= 5) { score -= 5; updateScoreDisplay(); // Implement hint logic here } }); gameContainer.addChild(hintButton); } // Create time bar for pro mode if (isProMode) { timeBar = new TimeBar(); timeBar.x = GAME_WIDTH / 2 - 900; timeBar.y = 300; gameContainer.addChild(timeBar); } // Reset game state score = 0; wordsCompleted = 0; letters = []; slots = []; confetti = []; draggedLetter = null; dragStartPos = { x: 0, y: 0 }; updateScoreDisplay(); // Add button to go back to main menu var backButton = new Button('BACK TO MENU', 0xff3366); backButton.x = GAME_WIDTH / 2; backButton.y = GAME_HEIGHT - 100; backButton.on('down', function () { if (gameContainer) { gameContainer.destroy(); gameContainer = null; } // Reset game state variables isGameActive = false; letters = []; slots = []; confetti = []; draggedLetter = null; dragStartPos = { x: 0, y: 0 }; createMainMenu(); }); gameContainer.addChild(backButton); // Start the game isGameActive = true; loadNextWord(); } function loadNextWord() { // Clear current word clearCurrentWord(); // Get a new random word currentWord = wordList.getRandomWord(); // Create slots for the word createSlots(currentWord.length); // Create jumbled letters createLetters(currentWord); // Reset time bar for pro mode if (isProMode && timeBar) { timeBar.reset(); } // Update status if (statusText) { statusText.setText('Arrange the letters!'); if (statusText) { statusText.setStyle({ fill: 0xffffff }); } } } function createSlots(count) { slots = []; var totalWidth = count * (LETTER_SIZE + LETTER_MARGIN); var startX = (GAME_WIDTH - totalWidth) / 2 + LETTER_SIZE / 2; for (var i = 0; i < count; i++) { var slot = new Slot(i); slot.x = startX + i * (LETTER_SIZE + LETTER_MARGIN); slot.y = SLOT_AREA_TOP; slots.push(slot); gameContainer.addChild(slot); } } function createLetters(word) { letters = []; // Create array of characters var chars = word.split(''); // Shuffle the characters for (var i = chars.length - 1; i > 0; i--) { var j = Math.floor(Math.random() * (i + 1)); var temp = chars[i]; chars[i] = chars[j]; chars[j] = temp; } // Calculate grid dimensions var cols = Math.ceil(Math.sqrt(chars.length)); var rows = Math.ceil(chars.length / cols); // Calculate starting position for grid var gridWidth = cols * (LETTER_SIZE + LETTER_MARGIN); var gridHeight = rows * (LETTER_SIZE + LETTER_MARGIN); var startX = (GAME_WIDTH - gridWidth) / 2 + LETTER_SIZE / 2; var startY = PLAYING_FIELD_TOP + (PLAYING_FIELD_HEIGHT - gridHeight) / 2 + LETTER_SIZE / 2; // Create letter objects for (var k = 0; k < chars.length; k++) { var row = Math.floor(k / cols); var col = k % cols; var letter = new Letter(chars[k], k); letter.x = startX + col * (LETTER_SIZE + LETTER_MARGIN); letter.y = startY + row * (LETTER_SIZE + LETTER_MARGIN); letter.startX = letter.x; letter.startY = letter.y; letters.push(letter); gameContainer.addChild(letter); } } function clearCurrentWord() { // Remove all letters and slots for (var i = 0; i < letters.length; i++) { letters[i].destroy(); } letters = []; for (var j = 0; j < slots.length; j++) { slots[j].destroy(); } slots = []; } function checkWord() { // Check if all slots have letters var allSlotsFilled = true; for (var i = 0; i < slots.length; i++) { if (!slots[i].letter) { allSlotsFilled = false; break; } } if (!allSlotsFilled) { return; } // Get the word formed by the letters in slots var formedWord = ""; for (var j = 0; j < slots.length; j++) { formedWord += slots[j].letter["char"]; } // Check if the word is correct if (formedWord === currentWord) { wordCorrect(); } else { wordIncorrect(); } } function wordCorrect() { // Play sound LK.getSound('correct').play(); // Update status statusText.setText('CORRECT!'); statusText.setStyle({ fill: 0x33ff33 }); // Flash screen effect LK.effects.flashScreen(0x33ff33, 0.3, 500); // Highlight letters for (var i = 0; i < letters.length; i++) { letters[i].setHighlight(true); } // Create confetti effect for (var j = 0; j < 100; j++) { var conf = new Confetti(); conf.x = GAME_WIDTH / 2; conf.y = SLOT_AREA_TOP; confetti.push(conf); gameContainer.addChild(conf); } // Calculate score based on word length and time (for pro mode) var wordScore = currentWord.length * 10; if (isProMode && timeBar) { var timeBonus = Math.floor(timeBar.timeLeft / 10); wordScore += timeBonus; } score += wordScore; wordsCompleted++; updateScoreDisplay(); // Load next word after delay LK.setTimeout(function () { if (isGameActive) { loadNextWord(); } }, 1500); } function wordIncorrect() { // Play sound LK.getSound('wrong').play(); // Update status statusText.setText('TRY AGAIN!'); if (statusText) { statusText.setStyle({ fill: 0xff3333 }); } // Flash screen effect LK.effects.flashScreen(0xff3333, 0.3, 500); // Highlight letters for (var i = 0; i < letters.length; i++) { letters[i].setHighlight(false); } // Return letters to their original positions after delay LK.setTimeout(function () { if (isGameActive) { for (var i = 0; i < letters.length; i++) { if (letters[i].slotIndex !== null) { var slot = slots[letters[i].slotIndex]; slot.clearLetter(); } letters[i].returnToField(); letters[i].setHighlight(undefined); } statusText.setText('Arrange the letters!'); if (statusText) { statusText.setStyle({ fill: 0xffffff }); } } }, 1000); } function updateScoreDisplay() { scoreText.setText('SCORE: ' + score); wordText.setText('WORDS: ' + wordsCompleted); // Submit score to leaderboard LK.setScore(score); } function gameOver() { // Play sound LK.getSound('gameOver').play(); // Update status statusText.setText('GAME OVER!'); if (statusText) { statusText.setStyle({ fill: 0xff3333 }); } // Disable game isGameActive = false; // Flash screen effect LK.effects.flashScreen(0xff3333, 0.5, 1000); // Show game over screen after delay LK.setTimeout(function () { LK.showGameOver(); }, 2000); } function findNearestSlot(x, y) { var nearestSlot = null; var minDistance = LETTER_SIZE * 1.5; for (var i = 0; i < slots.length; i++) { var slot = slots[i]; var dx = x - slot.x; var dy = y - slot.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < minDistance && !slot.letter) { nearestSlot = slot; minDistance = distance; } } return nearestSlot; } function findLetterAt(x, y) { for (var i = 0; i < letters.length; i++) { var letter = letters[i]; var dx = x - letter.x; var dy = y - letter.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < LETTER_SIZE / 2) { return letter; } } return null; } /**** * Event Handlers ****/ game.on('down', function (x, y, obj) { if (!isGameActive) { // Handle menu clicks if (menuContainer) { // Casual mode button if (x > GAME_WIDTH / 2 - 250 && x < GAME_WIDTH / 2 + 250 && y > GAME_HEIGHT * 0.45 - 75 && y < GAME_HEIGHT * 0.45 + 75) { startGame(false); return; } // Pro mode button if (x > GAME_WIDTH / 2 - 250 && x < GAME_WIDTH / 2 + 250 && y > GAME_HEIGHT * 0.6 - 75 && y < GAME_HEIGHT * 0.6 + 75) { startGame(true); return; } } return; } // Handle letter dragging in game var event = obj; var pos = game.toLocal(event.global); var letter = findLetterAt(pos.x, pos.y); if (letter) { draggedLetter = letter; dragStartPos = { x: pos.x, y: pos.y }; // If letter is in a slot, remove it if (letter.slotIndex !== null) { var oldSlot = slots[letter.slotIndex]; oldSlot.clearLetter(); } } }); game.on('up', function (x, y, obj) { if (!isGameActive || !draggedLetter) { return; } var event = obj; var pos = game.toLocal(event.global); // Find nearest slot var nearestSlot = findNearestSlot(pos.x, pos.y); // Place letter in slot or return to field if (nearestSlot) { nearestSlot.setLetter(draggedLetter); draggedLetter.moveTo(nearestSlot.x, nearestSlot.y); LK.getSound('letterPlace').play(); // Check if word is complete LK.setTimeout(checkWord, 200); } else { draggedLetter.returnToField(); } draggedLetter = null; }); game.on('move', function (x, y, obj) { if (!isGameActive || !draggedLetter) { return; } var event = obj; var pos = game.toLocal(event.global); // Move the letter with the cursor/finger draggedLetter.x = pos.x; draggedLetter.y = pos.y; }); /**** * Game Loop ****/ LK.on('tick', function () { // Update letters for (var i = 0; i < letters.length; i++) { letters[i].update(); } // Update confetti for (var j = confetti.length - 1; j >= 0; j--) { if (confetti[j].update()) { confetti.splice(j, 1); } } // Update timer in pro mode if (isGameActive && isProMode && timeBar) { if (timeBar.update()) { gameOver(); } } }); // Start with the main menu createMainMenu();
===================================================================
--- original.js
+++ change.js
@@ -300,8 +300,16 @@
}
// Reset game state
score = 0;
wordsCompleted = 0;
+ letters = [];
+ slots = [];
+ confetti = [];
+ draggedLetter = null;
+ dragStartPos = {
+ x: 0,
+ y: 0
+ };
updateScoreDisplay();
// Add button to go back to main menu
var backButton = new Button('BACK TO MENU', 0xff3366);
backButton.x = GAME_WIDTH / 2;
@@ -310,8 +318,18 @@
if (gameContainer) {
gameContainer.destroy();
gameContainer = null;
}
+ // Reset game state variables
+ isGameActive = false;
+ letters = [];
+ slots = [];
+ confetti = [];
+ draggedLetter = null;
+ dragStartPos = {
+ x: 0,
+ y: 0
+ };
createMainMenu();
});
gameContainer.addChild(backButton);
// Start the game