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
User prompt
show the message "oops" when the spell is incorrect
User prompt
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
User prompt
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
User prompt
remove the owl asset
User prompt
show the success meaasge in the center of the game
User prompt
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
User prompt
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
User prompt
remove the owl asset and related code and show the success meaasge in the center of the game
User prompt
Change monster's word display text color to purple
Code edit (1 edits merged)
Please save this source code
User prompt
add yellow color text in monster
User prompt
change the font weight and text color inside the monster
User prompt
✅ Change letter text color to black
User prompt
✅ Change letter text color to red
User prompt
add bright pink color letter
User prompt
add pink color letters
User prompt
increase the letter slot boxes
User prompt
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
User prompt
add white color letrrtes
User prompt
can you change the letter slot according the word
User prompt
create background asset and assign it to the game
User prompt
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: 0x000000
});
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: 100,
fill: 0x800080,
// Bright red color
fontWeight: 'bold' // Set font weight to bold
});
self.wordDisplay.anchor.set(0.5, 0.5);
self.addChild(self.wordDisplay);
self.healthDisplay = new Text2('', {
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);
self.speak = function (message) {
console.log("Owl says: " + message);
};
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 with color change
tween(buttonGraphic, {
scaleX: 0.95,
scaleY: 0.95,
tint: 0xFFFF00 // Change color to yellow
}, {
duration: 100
});
}
};
self.up = function (x, y, obj) {
if (self.isEnabled) {
// Button release effect with color reset
tween(buttonGraphic, {
scaleX: 1,
scaleY: 1,
tint: 0xFFFFFF // Reset color to white
}, {
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 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();
// Initialize owl
this.owl = new Owl();
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);
},
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
// Create and display success message in the center of the game
var successMessage = new Text2("Great job! You defeated the monster with your spell!", {
size: 80,
fill: 0xFFFFFF
});
successMessage.anchor.set(0.5, 0.5);
successMessage.x = 2048 / 2;
successMessage.y = 2732 / 2;
game.addChild(successMessage);
// Hide the message after 3 seconds
LK.setTimeout(function () {
game.removeChild(successMessage);
}, 3000);
// 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);
// Show 'oops' message
var oopsMessage = new Text2("Oops! That's not the right spell.", {
size: 80,
fill: 0xFF0000
});
oopsMessage.anchor.set(0.5, 0.5);
oopsMessage.x = 2048 / 2;
oopsMessage.y = 2732 / 2;
game.addChild(oopsMessage);
// Hide the message after 2 seconds
LK.setTimeout(function () {
game.removeChild(oopsMessage);
}, 2000);
// 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];
}
} 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
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
// 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
@@ -563,8 +563,21 @@
}, 1500);
} else {
// Wrong word
LK.effects.flashScreen(0xFF0000, 300);
+ // Show 'oops' message
+ var oopsMessage = new Text2("Oops! That's not the right spell.", {
+ size: 80,
+ fill: 0xFF0000
+ });
+ oopsMessage.anchor.set(0.5, 0.5);
+ oopsMessage.x = 2048 / 2;
+ oopsMessage.y = 2732 / 2;
+ game.addChild(oopsMessage);
+ // Hide the message after 2 seconds
+ LK.setTimeout(function () {
+ game.removeChild(oopsMessage);
+ }, 2000);
// Clear collected letters and slots
this.collectedLetters = [];
for (var i = 0; i < this.wordSlots.length; i++) {
this.wordSlots[i].clear();