User prompt
remove the powerup
User prompt
Add explosion animation and sound effect when a falling powerup is clicked ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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show the message "oops" when the spell is incorrect
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can you add the clickable animation and change the color when i click the spell button ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'Cannot read properties of undefined (reading 'speak')' in or related to this line: 'this.owl.speak("Welcome, young wizard! Collect falling letters to spell words and defeat monsters!");' Line Number: 392
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remove the owl asset
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show the success meaasge in the center of the game
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Please fix the bug: 'Cannot read properties of undefined (reading 'speak')' in or related to this line: 'this.owl.speak("A monster appeared! Spell \"" + randomWord + "\" to defeat it!");' Line Number: 490
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Please fix the bug: 'Cannot read properties of undefined (reading 'speak')' in or related to this line: 'this.owl.speak("A monster appeared! Spell \"" + randomWord + "\" to defeat it!");' Line Number: 482
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remove the owl asset and related code and show the success meaasge in the center of the game
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Change monster's word display text color to purple
Code edit (1 edits merged)
Please save this source code
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add yellow color text in monster
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change the font weight and text color inside the monster
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✅ Change letter text color to black
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✅ Change letter text color to red
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add bright pink color letter
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add pink color letters
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increase the letter slot boxes
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when i click the falling letter it should be explores i need that animation and create sound effect and asset for that ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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add white color letrrtes
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can you change the letter slot according the word
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create background asset and assign it to the game
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remove the background asset and code
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { difficultyLevel: 1, highScore: 0 }); /**** * Classes ****/ var Letter = Container.expand(function () { var self = Container.call(this); self.value = ''; self.isCollected = false; self.fallSpeed = 3 + Math.random() * 2; var letterGraphic = self.attachAsset('letter', { anchorX: 0.5, anchorY: 0.5 }); self.textDisplay = new Text2('A', { size: 60, fill: 0xFFC0CB }); self.textDisplay.anchor.set(0.5, 0.5); self.addChild(self.textDisplay); self.setValue = function (letter) { self.value = letter; self.textDisplay.setText(letter); }; self.collect = function () { self.isCollected = true; LK.getSound('collectLetter').play(); LK.effects.flashObject(self, 0xFFFFFF, 300); // Create explosion animation tween(self, { scaleX: 2, scaleY: 2, alpha: 0 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { self.visible = false; } }); }; self.update = function () { if (!self.isCollected) { self.y += self.fallSpeed; // Slight side-to-side movement self.x += Math.sin(LK.ticks / 20) * 0.8; } }; self.down = function (x, y, obj) { if (!self.isCollected) { gameState.collectLetter(self); } }; return self; }); var LetterSlot = Container.expand(function () { var self = Container.call(this); self.letter = ''; self.isFilled = false; var slotGraphic = self.attachAsset('letterSlot', { anchorX: 0.5, anchorY: 0.5 }); self.textDisplay = new Text2('', { size: 50, fill: 0x000000 }); self.textDisplay.anchor.set(0.5, 0.5); self.addChild(self.textDisplay); self.setLetter = function (letter) { self.letter = letter; self.isFilled = true; self.textDisplay.setText(letter); tween(slotGraphic, { tint: 0xAAFFAA }, { duration: 300 }); }; self.clear = function () { self.letter = ''; self.isFilled = false; self.textDisplay.setText(''); tween(slotGraphic, { tint: 0xFFFFFF }, { duration: 300 }); }; self.down = function (x, y, obj) { if (self.isFilled) { self.clear(); gameState.removeLetter(self.index); } }; return self; }); var Monster = Container.expand(function () { var self = Container.call(this); self.word = ''; self.health = 100; self.isDefeated = false; var monsterGraphic = self.attachAsset('monster', { anchorX: 0.5, anchorY: 0.5 }); self.wordDisplay = new Text2('', { size: 50, fill: 0xFFFFFF }); self.wordDisplay.anchor.set(0.5, 0.5); self.addChild(self.wordDisplay); self.healthDisplay = new Text2('100%', { size: 30, fill: 0xFFFFFF }); self.healthDisplay.anchor.set(0.5, 0.5); self.healthDisplay.y = -80; self.addChild(self.healthDisplay); self.setWord = function (word) { self.word = word.toUpperCase(); self.wordDisplay.setText(self.word); }; self.takeDamage = function (amount) { self.health -= amount; if (self.health <= 0) { self.health = 0; self.defeat(); } self.healthDisplay.setText(self.health + '%'); // Flash red when taking damage LK.effects.flashObject(monsterGraphic, 0xFF0000, 300); }; self.defeat = function () { if (!self.isDefeated) { self.isDefeated = true; LK.getSound('defeatMonster').play(); LK.effects.flashObject(self, 0xFFFFFF, 500); tween(self, { alpha: 0, scaleX: 0, scaleY: 0 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { self.visible = false; } }); } }; self.update = function () { if (!self.isDefeated) { // Breathing animation monsterGraphic.scaleX = 1 + Math.sin(LK.ticks / 30) * 0.05; monsterGraphic.scaleY = 1 + Math.sin(LK.ticks / 30) * 0.05; } }; return self; }); var Owl = Container.expand(function () { var self = Container.call(this); var owlGraphic = self.attachAsset('owl', { anchorX: 0.5, anchorY: 0.5 }); self.speechBubble = new Text2('', { size: 30, fill: 0x000000 }); self.speechBubble.anchor.set(0, 0.5); self.speechBubble.x = 70; self.addChild(self.speechBubble); self.speak = function (text) { self.speechBubble.setText(text); self.speechBubble.alpha = 1; // Clear previous timeout if exists if (self.timeoutId) { LK.clearTimeout(self.timeoutId); } // Hide message after 5 seconds self.timeoutId = LK.setTimeout(function () { tween(self.speechBubble, { alpha: 0 }, { duration: 1000 }); }, 5000); }; self.update = function () { // Slight bobbing animation owlGraphic.y = Math.sin(LK.ticks / 40) * 5; }; return self; }); var PowerUp = Container.expand(function () { var self = Container.call(this); self.type = ''; self.isCollected = false; self.fallSpeed = 2; var powerupGraphic = self.attachAsset('powerup', { anchorX: 0.5, anchorY: 0.5 }); self.textDisplay = new Text2('?', { size: 40, fill: 0xFFFFFF }); self.textDisplay.anchor.set(0.5, 0.5); self.addChild(self.textDisplay); self.setType = function (type) { self.type = type; if (type === 'hint') { self.textDisplay.setText('H'); powerupGraphic.tint = 0x00AAFF; } else if (type === 'time') { self.textDisplay.setText('T'); powerupGraphic.tint = 0xFFAA00; } else if (type === 'score') { self.textDisplay.setText('S'); powerupGraphic.tint = 0xAA00FF; } }; self.collect = function () { if (!self.isCollected) { self.isCollected = true; LK.getSound('powerup').play(); LK.effects.flashObject(self, 0xFFFFFF, 300); tween(self, { alpha: 0, scaleX: 1.5, scaleY: 1.5 }, { duration: 500, onFinish: function onFinish() { self.visible = false; } }); } }; self.update = function () { if (!self.isCollected) { self.y += self.fallSpeed; // Rotate slowly self.rotation += 0.01; // Pulsing effect var scale = 1 + Math.sin(LK.ticks / 15) * 0.1; powerupGraphic.scaleX = scale; powerupGraphic.scaleY = scale; } }; return self; }); var SpellButton = Container.expand(function () { var self = Container.call(this); var buttonGraphic = self.attachAsset('spellButton', { anchorX: 0.5, anchorY: 0.5 }); self.textDisplay = new Text2('CAST SPELL', { size: 50, fill: 0xFFFFFF }); self.textDisplay.anchor.set(0.5, 0.5); self.addChild(self.textDisplay); self.isEnabled = true; self.setEnabled = function (enabled) { self.isEnabled = enabled; buttonGraphic.alpha = enabled ? 1 : 0.5; self.textDisplay.alpha = enabled ? 1 : 0.5; }; self.down = function (x, y, obj) { if (self.isEnabled) { // Button press effect tween(buttonGraphic, { scaleX: 0.95, scaleY: 0.95 }, { duration: 100 }); } }; self.up = function (x, y, obj) { if (self.isEnabled) { // Button release effect tween(buttonGraphic, { scaleX: 1, scaleY: 1 }, { duration: 100, onFinish: function onFinish() { gameState.castSpell(); } }); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Add background to the game var background = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5 }); background.x = 2048 / 2; background.y = 2732 / 2; game.addChild(background); // Create owl helper function _toConsumableArray(r) { return _arrayWithoutHoles(r) || _iterableToArray(r) || _unsupportedIterableToArray(r) || _nonIterableSpread(); } function _nonIterableSpread() { throw new TypeError("Invalid attempt to spread non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } function _unsupportedIterableToArray(r, a) { if (r) { if ("string" == typeof r) { return _arrayLikeToArray(r, a); } var t = {}.toString.call(r).slice(8, -1); return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray(r, a) : void 0; } } function _iterableToArray(r) { if ("undefined" != typeof Symbol && null != r[Symbol.iterator] || null != r["@@iterator"]) { return Array.from(r); } } function _arrayWithoutHoles(r) { if (Array.isArray(r)) { return _arrayLikeToArray(r); } } function _arrayLikeToArray(r, a) { (null == a || a > r.length) && (a = r.length); for (var e = 0, n = Array(a); e < a; e++) { n[e] = r[e]; } return n; } var gameState = { level: 1, score: 0, highScore: storage.highScore || 0, difficultyLevel: storage.difficultyLevel || 1, collectedLetters: [], currentWord: '', wordSlots: [], availableLetters: [], monsters: [], powerups: [], spawnLetterTimer: null, spawnPowerupTimer: null, gameActive: false, // Word lists for different difficulty levels wordLists: { 1: ['CAT', 'DOG', 'HAT', 'RUN', 'SUN', 'FUN', 'MAP', 'BIG', 'PET', 'RED', 'BAT', 'JAR', 'PEN', 'RAT', 'BOX'], 2: ['MAGIC', 'SPELL', 'POWER', 'WITCH', 'WAND', 'FAIRY', 'POTION', 'CHARM', 'BOOK', 'MYSTIC', 'GHOST', 'CURSE', 'BROOM', 'ELIXIR', 'WIZARD'], 3: ['WIZARD', 'SORCERER', 'ENCHANTED', 'MAGICAL', 'LEVITATE', 'TRANSFORM', 'VANISHING', 'CONJURE', 'TELEPORT', 'MYSTICAL', 'ILLUSION', 'PHANTOM', 'APPARITION', 'METAMORPHOSIS', 'INCANTATION'] }, // Available letters by difficulty letterSets: { 1: 'ABCDEFGHIJKLMNOPQRSTUVWXYZ', 2: 'ABCDEFGHIJKLMNOPQRSTUVWXYZ', 3: 'ABCDEFGHIJKLMNOPQRSTUVWXYZ' }, initialize: function initialize() { // Reset game state this.score = 0; this.collectedLetters = []; this.availableLetters = []; this.monsters = []; this.powerups = []; this.gameActive = true; // Store original word lists for resetting if (!storage.originalWordLists) { storage.originalWordLists = JSON.parse(JSON.stringify(this.wordLists)); } // Create owl helper this.owl = new Owl(); this.owl.x = 150; this.owl.y = 200; game.addChild(this.owl); // Create spell button this.spellButton = new SpellButton(); this.spellButton.x = 2048 / 2; this.spellButton.y = 2732 - 100; game.addChild(this.spellButton); this.spellButton.setEnabled(false); // Set up word slots this.setupWordSlots(); // Spawn first monster this.spawnMonster(); // Start letter spawning this.startLetterSpawning(); // Start powerup spawning this.startPowerupSpawning(); // Show welcome message this.owl.speak("Welcome, young wizard! Collect falling letters to spell words and defeat monsters!"); // Update score display this.updateScoreDisplay(); // Play background music LK.playMusic('gameMusic'); }, setupWordSlots: function setupWordSlots() { this.wordSlots = []; // Create slots for letters based on the current monster's word length var currentWordLength = this.monsters[0] ? this.monsters[0].word.length : 8; var slotWidth = 120; var totalWidth = slotWidth * currentWordLength; var startX = (2048 - totalWidth) / 2 + slotWidth / 2; for (var i = 0; i < currentWordLength; i++) { var slot = new LetterSlot(); slot.x = startX + i * slotWidth; slot.y = 2732 - 300; slot.index = i; this.wordSlots.push(slot); game.addChild(slot); } }, startLetterSpawning: function startLetterSpawning() { if (this.spawnLetterTimer) { LK.clearInterval(this.spawnLetterTimer); } this.spawnLetterTimer = LK.setInterval(function () { if (gameState.gameActive && gameState.availableLetters.length < 10) { gameState.spawnLetter(); } }, 500); }, startPowerupSpawning: function startPowerupSpawning() { if (this.spawnPowerupTimer) { LK.clearInterval(this.spawnPowerupTimer); } this.spawnPowerupTimer = LK.setInterval(function () { if (gameState.gameActive && Math.random() < 0.3) { gameState.spawnPowerup(); } }, 10000); }, spawnLetter: function spawnLetter() { var letter = new Letter(); // Position randomly along top of screen letter.x = Math.random() * (2048 - 200) + 100; letter.y = -50; // Choose a letter that's in the current monster's word var currentWord = this.monsters[0] ? this.monsters[0].word : ''; var letterSet = this.letterSets[this.difficultyLevel]; if (currentWord && Math.random() < 0.7) { // 70% chance to spawn a letter from the current word var letterIndex = Math.floor(Math.random() * currentWord.length); letter.setValue(currentWord[letterIndex]); } else { // 30% chance to spawn a random letter var randomIndex = Math.floor(Math.random() * letterSet.length); letter.setValue(letterSet[randomIndex]); } game.addChild(letter); this.availableLetters.push(letter); }, spawnPowerup: function spawnPowerup() { var powerup = new PowerUp(); // Position randomly along top of screen powerup.x = Math.random() * (2048 - 200) + 100; powerup.y = -50; // Choose powerup type var types = ['hint', 'time', 'score']; var randomType = types[Math.floor(Math.random() * types.length)]; powerup.setType(randomType); game.addChild(powerup); this.powerups.push(powerup); }, spawnMonster: function spawnMonster() { var monster = new Monster(); monster.x = 2048 / 2; monster.y = 500; // Choose a word based on difficulty // Reset word list if all words have been used if (this.wordLists[this.difficultyLevel].length === 0) { this.wordLists[this.difficultyLevel] = _toConsumableArray(storage.originalWordLists[this.difficultyLevel]); } var wordList = this.wordLists[this.difficultyLevel]; // Select a random word that hasn't been used yet var randomIndex = Math.floor(Math.random() * wordList.length); var randomWord = wordList.splice(randomIndex, 1)[0]; monster.setWord(randomWord); game.addChild(monster); this.monsters.push(monster); this.owl.speak("A monster appeared! Spell \"" + randomWord + "\" to defeat it!"); }, collectLetter: function collectLetter(letter) { if (this.collectedLetters.length < 8) { // Add letter to collection this.collectedLetters.push(letter.value); // Find next empty slot for (var i = 0; i < this.wordSlots.length; i++) { if (!this.wordSlots[i].isFilled) { this.wordSlots[i].setLetter(letter.value); break; } } // Enable spell button if we have at least one letter this.spellButton.setEnabled(true); // Mark letter as collected letter.collect(); // Remove from available letters var index = this.availableLetters.indexOf(letter); if (index !== -1) { this.availableLetters.splice(index, 1); } } }, removeLetter: function removeLetter(index) { // Remove letter from collection if (index < this.collectedLetters.length) { this.collectedLetters.splice(index, 1); // Shift all letters in slots after the removed one for (var i = index; i < this.wordSlots.length - 1; i++) { if (i + 1 < this.collectedLetters.length) { this.wordSlots[i].setLetter(this.collectedLetters[i]); } else { this.wordSlots[i].clear(); } } // Disable spell button if no letters remaining if (this.collectedLetters.length === 0) { this.spellButton.setEnabled(false); } } }, castSpell: function castSpell() { // Form word from collected letters var word = this.collectedLetters.join(''); // Check if word matches current monster's word if (this.monsters.length > 0) { var monster = this.monsters[0]; if (word === monster.word) { // Correct word! Defeat monster // Removed reference to undefined wizard object monster.defeat(); // Calculate score based on word length and difficulty var scoreIncrease = word.length * 10 * this.difficultyLevel; this.score += scoreIncrease; this.updateScoreDisplay(); // Show success message this.owl.speak("Great job! You defeated the monster with your spell!"); // Clear collected letters and slots this.collectedLetters = []; for (var i = 0; i < this.wordSlots.length; i++) { this.wordSlots[i].clear(); } this.spellButton.setEnabled(false); // Remove monster from array LK.setTimeout(function () { var index = gameState.monsters.indexOf(monster); if (index !== -1) { gameState.monsters.splice(index, 1); } // Spawn next monster after a delay LK.setTimeout(function () { gameState.spawnMonster(); }, 2000); }, 1500); } else { // Wrong word LK.effects.flashScreen(0xFF0000, 300); this.owl.speak("Oops! That's not the right spell. Try again!"); // Clear collected letters and slots this.collectedLetters = []; for (var i = 0; i < this.wordSlots.length; i++) { this.wordSlots[i].clear(); } this.spellButton.setEnabled(false); } } }, usePowerup: function usePowerup(powerup) { powerup.collect(); if (powerup.type === 'hint') { // Hint powerup - reveal first letter of monster's word if (this.monsters.length > 0) { var monster = this.monsters[0]; this.owl.speak("Hint: The first letter is '" + monster.word[0] + "'"); } } else if (powerup.type === 'time') { // Time powerup - slow down letters for (var i = 0; i < this.availableLetters.length; i++) { this.availableLetters[i].fallSpeed *= 0.5; } this.owl.speak("Time slowed down!"); // Return to normal speed after 10 seconds LK.setTimeout(function () { for (var i = 0; i < gameState.availableLetters.length; i++) { gameState.availableLetters[i].fallSpeed *= 2; } }, 10000); } else if (powerup.type === 'score') { // Score powerup - bonus points this.score += 50; this.updateScoreDisplay(); this.owl.speak("Bonus 50 points!"); } // Remove from powerups array var index = this.powerups.indexOf(powerup); if (index !== -1) { this.powerups.splice(index, 1); } }, updateScoreDisplay: function updateScoreDisplay() { // Update score display scoreTxt.setText("SCORE: " + this.score); // Update high score if needed if (this.score > this.highScore) { this.highScore = this.score; storage.highScore = this.highScore; } }, checkCollisions: function checkCollisions() { // Remove letters that fall off screen for (var i = this.availableLetters.length - 1; i >= 0; i--) { var letter = this.availableLetters[i]; if (letter.y > 2732 + 50) { letter.destroy(); this.availableLetters.splice(i, 1); } } // Remove powerups that fall off screen for (var j = this.powerups.length - 1; j >= 0; j--) { var powerup = this.powerups[j]; if (powerup.y > 2732 + 50) { powerup.destroy(); this.powerups.splice(j, 1); } } }, checkGameOver: function checkGameOver() { // Game over logic // For example, if all monsters are defeated or time runs out if (this.score >= 500) { this.gameActive = false; // Show you win message this.owl.speak("Congratulations! You've mastered the spell words!"); LK.setTimeout(function () { LK.showYouWin(); }, 2000); } } }; // Initialize GUI elements var scoreTxt = new Text2("SCORE: 0", { size: 70, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Set up level selector UI (for difficulty) var levelText = new Text2("LEVEL: " + gameState.difficultyLevel, { size: 40, fill: 0xFFFFFF }); levelText.anchor.set(0, 0); levelText.x = 120; levelText.y = 20; LK.gui.topLeft.addChild(levelText); // Level buttons var levelDecrease = new Text2("◀", { size: 50, fill: 0xFFFFFF }); levelDecrease.anchor.set(0.5, 0.5); levelDecrease.x = 350; levelDecrease.y = 40; levelDecrease.interactive = true; levelDecrease.down = function () { if (gameState.difficultyLevel > 1) { gameState.difficultyLevel--; storage.difficultyLevel = gameState.difficultyLevel; levelText.setText("LEVEL: " + gameState.difficultyLevel); } }; LK.gui.topLeft.addChild(levelDecrease); var levelIncrease = new Text2("▶", { size: 50, fill: 0xFFFFFF }); levelIncrease.anchor.set(0.5, 0.5); levelIncrease.x = 400; levelIncrease.y = 40; levelIncrease.interactive = true; levelIncrease.down = function () { if (gameState.difficultyLevel < 3) { gameState.difficultyLevel++; storage.difficultyLevel = gameState.difficultyLevel; levelText.setText("LEVEL: " + gameState.difficultyLevel); } }; LK.gui.topLeft.addChild(levelIncrease); // Main game loop game.update = function () { if (!gameState.gameActive) { return; } // Update all entities if (gameState.owl) { gameState.owl.update(); } // Update available letters for (var i = 0; i < gameState.availableLetters.length; i++) { gameState.availableLetters[i].update(); } // Update monsters for (var j = 0; j < gameState.monsters.length; j++) { gameState.monsters[j].update(); } // Update powerups for (var k = 0; k < gameState.powerups.length; k++) { gameState.powerups[k].update(); } // Check for collisions gameState.checkCollisions(); // Check for game over conditions gameState.checkGameOver(); }; // Initialize the game state gameState.initialize();
===================================================================
--- original.js
+++ change.js
@@ -20,9 +20,9 @@
anchorY: 0.5
});
self.textDisplay = new Text2('A', {
size: 60,
- fill: 0xFFFFFF
+ fill: 0xFFC0CB
});
self.textDisplay.anchor.set(0.5, 0.5);
self.addChild(self.textDisplay);
self.setValue = function (letter) {