User prompt
"Move the current score display a bit higher on the screen."
User prompt
"Display the 'Find' and 'High Score' information a bit lower on the screen, as they currently appear too high."
Code edit (4 edits merged)
Please save this source code
User prompt
"Start the timer at 30 seconds."
Code edit (1 edits merged)
Please save this source code
User prompt
'Timer is starting, be careful' and wait for 5 seconds before beginning the countdown. Middle
User prompt
"Before the timer starts, display a pop-up warning message in the center of the screen saying 'Timer is starting, be careful.' Keep the message visible for 5 seconds, then fade it out slowly and start the timer." ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
"The warning message should appear as a pop-up in the center of the screen and stay for 5 seconds, then fade out slowly." ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
"Before the timer starts, display a warning message saying 'Timer is starting, be careful' and wait for 2 seconds before beginning the countdown."
User prompt
"Make all the letters inside the balloons white in color."
User prompt
"Restore the balloons around the letters in the game that were removed."
User prompt
"Remove all the letters from the home screen to make it look simpler and cleaner."
User prompt
"Increase the size variations of the letters and also add the letters 'P', 'O', 'L', 'E', 'T', and 'R' at different random positions on the screen. All letters should have random sizes and slight rotations to keep the layout dynamic and playful."
User prompt
"Display the letters 'A', 'B', and 'C' in different positions on the screen (e.g., top, bottom, left, right). Each letter should have a random size and a slight rotation to make the layout playful and varied."
Code edit (1 edits merged)
Please save this source code
User prompt
"On the home screen, display the letters 'A', 'B', and 'C' with random sizes and slight rotation. Add shadow effects to give them a playful and dynamic appearance."
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'dropShadow')' in or related to this line: 'letter.style.dropShadow = true;' Line Number: 563
User prompt
"Make the home screen more customized and visually appealing. Remove the circular borders around the letters — display the letters without placing them inside circles."
User prompt
Make sure the balloon positions are centered vertically on the screen — they should not be too close to the top."
User prompt
"When the timer is active, subtract 1 second for each wrong answer and add 2 seconds for each correct answer. Show these time changes with a visual effect near the timer at the bottom. Also, make sure the balloon positions are centered vertically on the screen — they should not be too close to the top."
User prompt
"Display the timer below, right above the score. As the score increases and more balloons appear on the screen, adjust their size and spacing so they always fit within the screen without overlapping."
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'removeChild')' in or related to this line: 'stage.removeChild(homeScreen);' Line Number: 542
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'addChild')' in or related to this line: 'stage.addChild(homeScreen);' Line Number: 539
User prompt
imit the maximum number of letters shown on the screen to 20. Move the score display from the top-left to the bottom of the screen. Make the home screen more customized and visually appealing
User prompt
Please fix the bug: 'storage.get is not a function' in or related to this line: 'var highScore = storage.get('letterpop_highscore') || 0;' Line Number: 149 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ // LetterBubble: A bubble with a letter inside, touchable var LetterBubble = Container.expand(function () { var self = Container.call(this); // Properties to be set after creation: // self.letter (string, e.g. "A") // self.isTarget (bool, is this the correct letter to pop?) // We'll assign a color randomly from the available bubble assets var bubbleColors = ['bubbleBlue', 'bubbleGreen', 'bubbleRed', 'bubbleYellow', 'bubblePurple', 'bubbleOrange']; var colorIdx = Math.floor(Math.random() * bubbleColors.length); var bubbleAsset = self.attachAsset(bubbleColors[colorIdx], { anchorX: 0.5, anchorY: 0.5 }); // Letter text self.letterText = new Text2('A', { size: 120, fill: 0xFFFFFF, font: "GillSans-Bold,Impact,'Arial Black',Tahoma" }); self.letterText.anchor.set(0.5, 0.5); self.addChild(self.letterText); // Animate in (pop effect) self.scale.set(0.1, 0.1); tween(self.scale, { x: 1, y: 1 }, { duration: 300, easing: tween.elasticOut }); // Touch event self.down = function (x, y, obj) { // Only allow popping if not already popped if (self.popped) return; self.popped = true; onBubbleTapped(self); }; // Pop animation self.pop = function (_onFinish) { // Play pop sound LK.getSound('pop').play(); // Animate: scale up, fade out, then destroy tween(self.scale, { x: 1.3, y: 1.3 }, { duration: 120, easing: tween.easeOut }); tween(self, { alpha: 0 }, { duration: 180, delay: 100, onFinish: function onFinish() { if (_onFinish) _onFinish(); self.destroy(); } }); }; // Gentle shake for incorrect self.shake = function () { // Animate left-right shake var origX = self.x; tween(self, { x: origX - 20 }, { duration: 60, easing: tween.easeIn, onFinish: function onFinish() { tween(self, { x: origX + 20 }, { duration: 60, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { x: origX }, { duration: 60 }); } }); } }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xE3F6FD // Light blue background for kid-friendly look }); /**** * Game Code ****/ // Alphabet array // Letter bubbles: We'll use colored ellipses for bubbles, and overlay Text2 for letters. // We'll use 26 different colors for variety, but for MVP, 5-6 colors are enough and can be reused. // Sounds for correct/incorrect feedback // Simple celebratory sound for win var alphabet = ["A", "B", "C", "D", "E", "F", "G", "H", "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z"]; // Game state var currentLetterIdx = 0; // Index in alphabet for the current target letter var bubbles = []; // Array of LetterBubble instances var lettersPerRound = 4; // Start with 4, will increase as player gets correct answers var correctInARow = 0; // Track correct answers in a row for difficulty var roundActive = false; // Is a round currently active? var score = 0; // Number of correct letters popped // Endless mode: after all letters, reshuffle and continue var endlessMode = true; // Timer variables var timerActive = false; var timerValue = 0; // seconds left var timerInterval = null; var TIMER_START = 15; // seconds to start with when timer mode begins var TIMER_ADD = 3; // seconds to add per correct answer // High score var highScore = storage.letterpop_highscore || 0; // UI elements var promptText = new Text2('', { size: 110, fill: 0x333333, font: "GillSans-Bold,Impact,'Arial Black',Tahoma" }); promptText.anchor.set(0.5, 0); LK.gui.top.addChild(promptText); var scoreText = new Text2('0', { size: 90, fill: 0x4A90E2, font: "GillSans-Bold,Impact,'Arial Black',Tahoma" }); scoreText.anchor.set(0.5, 0); LK.gui.topRight.addChild(scoreText); // High score text (top center, under prompt) var highScoreText = new Text2('High: ' + highScore, { size: 60, fill: 0x888888, font: "GillSans-Bold,Impact,'Arial Black',Tahoma" }); highScoreText.anchor.set(0.5, 0); highScoreText.y = 100; LK.gui.top.addChild(highScoreText); // Timer text (top center, under high score) var timerText = new Text2('', { size: 80, fill: 0xD0021B, font: "GillSans-Bold,Impact,'Arial Black',Tahoma" }); timerText.anchor.set(0.5, 0); timerText.y = 180; LK.gui.top.addChild(timerText); // Feedback text (centered, fades in/out) var feedbackText = new Text2('', { size: 130, fill: 0x43A047, font: "GillSans-Bold,Impact,'Arial Black',Tahoma" }); feedbackText.anchor.set(0.5, 0.5); feedbackText.alpha = 0; LK.gui.center.addChild(feedbackText); // Helper: Shuffle array (Fisher-Yates) function shuffleArray(arr) { var a = arr.slice(); for (var i = a.length - 1; i > 0; i--) { var j = Math.floor(Math.random() * (i + 1)); var t = a[i]; a[i] = a[j]; a[j] = t; } return a; } // Helper: Start a new round function startRound() { // Remove old bubbles for (var i = 0; i < bubbles.length; i++) { bubbles[i].destroy(); } bubbles = []; if (currentLetterIdx >= alphabet.length) { if (endlessMode) { // Reshuffle for endless play, keep score and difficulty currentLetterIdx = 0; // Shuffle alphabet for next endless cycle alphabet = shuffleArray(alphabet); } else { // All letters done! showCelebration(); return; } } roundActive = true; // Set prompt var targetLetter = alphabet[currentLetterIdx]; promptText.setText("Find: " + targetLetter); // Pick distractor letters (not the target) var distractors = []; var pool = []; for (var i = 0; i < alphabet.length; i++) { if (i !== currentLetterIdx) pool.push(alphabet[i]); } pool = shuffleArray(pool); for (var i = 0; i < lettersPerRound - 1; i++) { distractors.push(pool[i]); } // Combine and shuffle var roundLetters = distractors.concat([targetLetter]); roundLetters = shuffleArray(roundLetters); // Dynamically arrange bubbles in a centered grid or row depending on count var numBubbles = roundLetters.length; var bubbleSize = 300; // match asset size var margin = 60; var positions = []; if (numBubbles <= 5) { // Arrange in a single centered row var totalWidth = numBubbles * bubbleSize + (numBubbles - 1) * margin; var startX = (2048 - totalWidth) / 2 + bubbleSize / 2; var y = 2732 / 2; for (var i = 0; i < numBubbles; i++) { positions.push({ x: startX + i * (bubbleSize + margin), y: y }); } } else { // Arrange in two rows, centered var rowCount = 2; var perRow = Math.ceil(numBubbles / rowCount); var totalWidth = perRow * bubbleSize + (perRow - 1) * margin; var startY = 2732 / 2 - (bubbleSize + margin) / 2; for (var row = 0; row < rowCount; row++) { var y = startY + row * (bubbleSize + margin); var bubblesInThisRow = row === 0 ? Math.min(perRow, numBubbles) : numBubbles - perRow; var rowStartX = (2048 - (bubblesInThisRow * bubbleSize + (bubblesInThisRow - 1) * margin)) / 2 + bubbleSize / 2; for (var col = 0; col < bubblesInThisRow; col++) { positions.push({ x: rowStartX + col * (bubbleSize + margin), y: y }); } } } for (var i = 0; i < roundLetters.length; i++) { var bubble = new LetterBubble(); bubble.letter = roundLetters[i]; bubble.letterText.setText(bubble.letter); bubble.isTarget = bubble.letter === targetLetter; // Position bubble.x = positions[i].x; bubble.y = positions[i].y; // Add to game game.addChild(bubble); bubbles.push(bubble); } } // Handle bubble tap function onBubbleTapped(bubble) { if (!roundActive) return; if (bubble.isTarget) { // Correct! roundActive = false; score++; scoreText.setText(score); // Update high score if needed if (score > highScore) { highScore = score; highScoreText.setText('High: ' + highScore); storage.letterpop_highscore = highScore; } // Start timer mode after 10 points if (!timerActive && score >= 10) { timerActive = true; timerValue = TIMER_START; timerText.setText('Time: ' + timerValue); if (timerInterval) LK.clearInterval(timerInterval); timerInterval = LK.setInterval(function () { if (!timerActive) return; timerValue--; timerText.setText('Time: ' + timerValue); if (timerValue <= 0) { timerValue = 0; timerText.setText('Time: 0'); endGameTimeout(); } }, 1000); } // Add time for correct answer if timer is active if (timerActive) { timerValue += TIMER_ADD; timerText.setText('Time: ' + timerValue); } // Track correct answers in a row for difficulty increase if (typeof correctInARow === "undefined") { correctInARow = 0; } correctInARow++; // After every two correct answers, increase number of options (up to 10) if (correctInARow % 2 === 0) { if (typeof lettersPerRound === "undefined") lettersPerRound = 4; lettersPerRound = Math.min(lettersPerRound + 1, 10); } // Feedback showFeedback("Great!", "#43A047"); LK.getSound('ding').play(); // Pop animation, then next round bubble.pop(function () { // Remove other bubbles with fade out for (var i = 0; i < bubbles.length; i++) { if (bubbles[i] !== bubble) { tween(bubbles[i], { alpha: 0 }, { duration: 200, onFinish: function (bub) { return function () { bub.destroy(); }; }(bubbles[i]) }); } } // Next letter after short delay LK.setTimeout(function () { currentLetterIdx++; startRound(); }, 600); }); } else { // Reset streak on incorrect answer correctInARow = 0; // Incorrect showFeedback("Try again!", "#D0021B"); LK.getSound('oops').play(); bubble.shake(); // Allow another try (do not end round) } } // Show feedback text in center, fade in/out function showFeedback(msg, color) { feedbackText.setText(msg); // Use setStyle to update fill color safely feedbackText.setStyle({ fill: color }); feedbackText.alpha = 0; tween(feedbackText, { alpha: 1 }, { duration: 120, onFinish: function onFinish() { LK.setTimeout(function () { tween(feedbackText, { alpha: 0 }, { duration: 200 }); }, 500); } }); } // End game due to timer running out function endGameTimeout() { timerActive = false; if (timerInterval) { LK.clearInterval(timerInterval); timerInterval = null; } // Remove any remaining bubbles for (var i = 0; i < bubbles.length; i++) { bubbles[i].destroy(); } bubbles = []; promptText.setText("Time's up!"); feedbackText.setText("Score: " + score); feedbackText.setStyle({ fill: 0xD0021B }); feedbackText.alpha = 0; tween(feedbackText, { alpha: 1 }, { duration: 300 }); // Play oops sound LK.getSound('oops').play(); // Show game over after a short delay (triggers LK's game over popup) LK.setTimeout(function () { LK.showGameOver(); }, 1200); } // Show celebration screen function showCelebration() { // Remove any remaining bubbles for (var i = 0; i < bubbles.length; i++) { bubbles[i].destroy(); } bubbles = []; promptText.setText("All done!"); feedbackText.setText("You did it!"); // Use setStyle to update fill color safely feedbackText.setStyle({ fill: 0xF5A623 }); feedbackText.alpha = 0; tween(feedbackText, { alpha: 1 }, { duration: 300 }); // Play cheer sound LK.getSound('cheer').play(); // Show "You Win" after a short delay (triggers LK's win popup) LK.setTimeout(function () { LK.showYouWin(); }, 1200); } // Start game function startGame() { currentLetterIdx = 0; score = 0; scoreText.setText(score); feedbackText.alpha = 0; correctInARow = 0; lettersPerRound = 4; // Reset timer timerActive = false; timerValue = 0; timerText.setText(''); if (timerInterval) { LK.clearInterval(timerInterval); timerInterval = null; } // Reload high score from storage highScore = storage.letterpop_highscore || 0; highScoreText.setText('High: ' + highScore); startRound(); } // Start on load startGame(); // No need for update loop, as all logic is event-driven // Touchscreen: No drag/move needed, only tap (down) on bubbles // Make sure no elements are in top-left 100x100 (all UI is top/center/right)
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
// LetterBubble: A bubble with a letter inside, touchable
var LetterBubble = Container.expand(function () {
var self = Container.call(this);
// Properties to be set after creation:
// self.letter (string, e.g. "A")
// self.isTarget (bool, is this the correct letter to pop?)
// We'll assign a color randomly from the available bubble assets
var bubbleColors = ['bubbleBlue', 'bubbleGreen', 'bubbleRed', 'bubbleYellow', 'bubblePurple', 'bubbleOrange'];
var colorIdx = Math.floor(Math.random() * bubbleColors.length);
var bubbleAsset = self.attachAsset(bubbleColors[colorIdx], {
anchorX: 0.5,
anchorY: 0.5
});
// Letter text
self.letterText = new Text2('A', {
size: 120,
fill: 0xFFFFFF,
font: "GillSans-Bold,Impact,'Arial Black',Tahoma"
});
self.letterText.anchor.set(0.5, 0.5);
self.addChild(self.letterText);
// Animate in (pop effect)
self.scale.set(0.1, 0.1);
tween(self.scale, {
x: 1,
y: 1
}, {
duration: 300,
easing: tween.elasticOut
});
// Touch event
self.down = function (x, y, obj) {
// Only allow popping if not already popped
if (self.popped) return;
self.popped = true;
onBubbleTapped(self);
};
// Pop animation
self.pop = function (_onFinish) {
// Play pop sound
LK.getSound('pop').play();
// Animate: scale up, fade out, then destroy
tween(self.scale, {
x: 1.3,
y: 1.3
}, {
duration: 120,
easing: tween.easeOut
});
tween(self, {
alpha: 0
}, {
duration: 180,
delay: 100,
onFinish: function onFinish() {
if (_onFinish) _onFinish();
self.destroy();
}
});
};
// Gentle shake for incorrect
self.shake = function () {
// Animate left-right shake
var origX = self.x;
tween(self, {
x: origX - 20
}, {
duration: 60,
easing: tween.easeIn,
onFinish: function onFinish() {
tween(self, {
x: origX + 20
}, {
duration: 60,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self, {
x: origX
}, {
duration: 60
});
}
});
}
});
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0xE3F6FD // Light blue background for kid-friendly look
});
/****
* Game Code
****/
// Alphabet array
// Letter bubbles: We'll use colored ellipses for bubbles, and overlay Text2 for letters.
// We'll use 26 different colors for variety, but for MVP, 5-6 colors are enough and can be reused.
// Sounds for correct/incorrect feedback
// Simple celebratory sound for win
var alphabet = ["A", "B", "C", "D", "E", "F", "G", "H", "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z"];
// Game state
var currentLetterIdx = 0; // Index in alphabet for the current target letter
var bubbles = []; // Array of LetterBubble instances
var lettersPerRound = 4; // Start with 4, will increase as player gets correct answers
var correctInARow = 0; // Track correct answers in a row for difficulty
var roundActive = false; // Is a round currently active?
var score = 0; // Number of correct letters popped
// Endless mode: after all letters, reshuffle and continue
var endlessMode = true;
// Timer variables
var timerActive = false;
var timerValue = 0; // seconds left
var timerInterval = null;
var TIMER_START = 15; // seconds to start with when timer mode begins
var TIMER_ADD = 3; // seconds to add per correct answer
// High score
var highScore = storage.letterpop_highscore || 0;
// UI elements
var promptText = new Text2('', {
size: 110,
fill: 0x333333,
font: "GillSans-Bold,Impact,'Arial Black',Tahoma"
});
promptText.anchor.set(0.5, 0);
LK.gui.top.addChild(promptText);
var scoreText = new Text2('0', {
size: 90,
fill: 0x4A90E2,
font: "GillSans-Bold,Impact,'Arial Black',Tahoma"
});
scoreText.anchor.set(0.5, 0);
LK.gui.topRight.addChild(scoreText);
// High score text (top center, under prompt)
var highScoreText = new Text2('High: ' + highScore, {
size: 60,
fill: 0x888888,
font: "GillSans-Bold,Impact,'Arial Black',Tahoma"
});
highScoreText.anchor.set(0.5, 0);
highScoreText.y = 100;
LK.gui.top.addChild(highScoreText);
// Timer text (top center, under high score)
var timerText = new Text2('', {
size: 80,
fill: 0xD0021B,
font: "GillSans-Bold,Impact,'Arial Black',Tahoma"
});
timerText.anchor.set(0.5, 0);
timerText.y = 180;
LK.gui.top.addChild(timerText);
// Feedback text (centered, fades in/out)
var feedbackText = new Text2('', {
size: 130,
fill: 0x43A047,
font: "GillSans-Bold,Impact,'Arial Black',Tahoma"
});
feedbackText.anchor.set(0.5, 0.5);
feedbackText.alpha = 0;
LK.gui.center.addChild(feedbackText);
// Helper: Shuffle array (Fisher-Yates)
function shuffleArray(arr) {
var a = arr.slice();
for (var i = a.length - 1; i > 0; i--) {
var j = Math.floor(Math.random() * (i + 1));
var t = a[i];
a[i] = a[j];
a[j] = t;
}
return a;
}
// Helper: Start a new round
function startRound() {
// Remove old bubbles
for (var i = 0; i < bubbles.length; i++) {
bubbles[i].destroy();
}
bubbles = [];
if (currentLetterIdx >= alphabet.length) {
if (endlessMode) {
// Reshuffle for endless play, keep score and difficulty
currentLetterIdx = 0;
// Shuffle alphabet for next endless cycle
alphabet = shuffleArray(alphabet);
} else {
// All letters done!
showCelebration();
return;
}
}
roundActive = true;
// Set prompt
var targetLetter = alphabet[currentLetterIdx];
promptText.setText("Find: " + targetLetter);
// Pick distractor letters (not the target)
var distractors = [];
var pool = [];
for (var i = 0; i < alphabet.length; i++) {
if (i !== currentLetterIdx) pool.push(alphabet[i]);
}
pool = shuffleArray(pool);
for (var i = 0; i < lettersPerRound - 1; i++) {
distractors.push(pool[i]);
}
// Combine and shuffle
var roundLetters = distractors.concat([targetLetter]);
roundLetters = shuffleArray(roundLetters);
// Dynamically arrange bubbles in a centered grid or row depending on count
var numBubbles = roundLetters.length;
var bubbleSize = 300; // match asset size
var margin = 60;
var positions = [];
if (numBubbles <= 5) {
// Arrange in a single centered row
var totalWidth = numBubbles * bubbleSize + (numBubbles - 1) * margin;
var startX = (2048 - totalWidth) / 2 + bubbleSize / 2;
var y = 2732 / 2;
for (var i = 0; i < numBubbles; i++) {
positions.push({
x: startX + i * (bubbleSize + margin),
y: y
});
}
} else {
// Arrange in two rows, centered
var rowCount = 2;
var perRow = Math.ceil(numBubbles / rowCount);
var totalWidth = perRow * bubbleSize + (perRow - 1) * margin;
var startY = 2732 / 2 - (bubbleSize + margin) / 2;
for (var row = 0; row < rowCount; row++) {
var y = startY + row * (bubbleSize + margin);
var bubblesInThisRow = row === 0 ? Math.min(perRow, numBubbles) : numBubbles - perRow;
var rowStartX = (2048 - (bubblesInThisRow * bubbleSize + (bubblesInThisRow - 1) * margin)) / 2 + bubbleSize / 2;
for (var col = 0; col < bubblesInThisRow; col++) {
positions.push({
x: rowStartX + col * (bubbleSize + margin),
y: y
});
}
}
}
for (var i = 0; i < roundLetters.length; i++) {
var bubble = new LetterBubble();
bubble.letter = roundLetters[i];
bubble.letterText.setText(bubble.letter);
bubble.isTarget = bubble.letter === targetLetter;
// Position
bubble.x = positions[i].x;
bubble.y = positions[i].y;
// Add to game
game.addChild(bubble);
bubbles.push(bubble);
}
}
// Handle bubble tap
function onBubbleTapped(bubble) {
if (!roundActive) return;
if (bubble.isTarget) {
// Correct!
roundActive = false;
score++;
scoreText.setText(score);
// Update high score if needed
if (score > highScore) {
highScore = score;
highScoreText.setText('High: ' + highScore);
storage.letterpop_highscore = highScore;
}
// Start timer mode after 10 points
if (!timerActive && score >= 10) {
timerActive = true;
timerValue = TIMER_START;
timerText.setText('Time: ' + timerValue);
if (timerInterval) LK.clearInterval(timerInterval);
timerInterval = LK.setInterval(function () {
if (!timerActive) return;
timerValue--;
timerText.setText('Time: ' + timerValue);
if (timerValue <= 0) {
timerValue = 0;
timerText.setText('Time: 0');
endGameTimeout();
}
}, 1000);
}
// Add time for correct answer if timer is active
if (timerActive) {
timerValue += TIMER_ADD;
timerText.setText('Time: ' + timerValue);
}
// Track correct answers in a row for difficulty increase
if (typeof correctInARow === "undefined") {
correctInARow = 0;
}
correctInARow++;
// After every two correct answers, increase number of options (up to 10)
if (correctInARow % 2 === 0) {
if (typeof lettersPerRound === "undefined") lettersPerRound = 4;
lettersPerRound = Math.min(lettersPerRound + 1, 10);
}
// Feedback
showFeedback("Great!", "#43A047");
LK.getSound('ding').play();
// Pop animation, then next round
bubble.pop(function () {
// Remove other bubbles with fade out
for (var i = 0; i < bubbles.length; i++) {
if (bubbles[i] !== bubble) {
tween(bubbles[i], {
alpha: 0
}, {
duration: 200,
onFinish: function (bub) {
return function () {
bub.destroy();
};
}(bubbles[i])
});
}
}
// Next letter after short delay
LK.setTimeout(function () {
currentLetterIdx++;
startRound();
}, 600);
});
} else {
// Reset streak on incorrect answer
correctInARow = 0;
// Incorrect
showFeedback("Try again!", "#D0021B");
LK.getSound('oops').play();
bubble.shake();
// Allow another try (do not end round)
}
}
// Show feedback text in center, fade in/out
function showFeedback(msg, color) {
feedbackText.setText(msg);
// Use setStyle to update fill color safely
feedbackText.setStyle({
fill: color
});
feedbackText.alpha = 0;
tween(feedbackText, {
alpha: 1
}, {
duration: 120,
onFinish: function onFinish() {
LK.setTimeout(function () {
tween(feedbackText, {
alpha: 0
}, {
duration: 200
});
}, 500);
}
});
}
// End game due to timer running out
function endGameTimeout() {
timerActive = false;
if (timerInterval) {
LK.clearInterval(timerInterval);
timerInterval = null;
}
// Remove any remaining bubbles
for (var i = 0; i < bubbles.length; i++) {
bubbles[i].destroy();
}
bubbles = [];
promptText.setText("Time's up!");
feedbackText.setText("Score: " + score);
feedbackText.setStyle({
fill: 0xD0021B
});
feedbackText.alpha = 0;
tween(feedbackText, {
alpha: 1
}, {
duration: 300
});
// Play oops sound
LK.getSound('oops').play();
// Show game over after a short delay (triggers LK's game over popup)
LK.setTimeout(function () {
LK.showGameOver();
}, 1200);
}
// Show celebration screen
function showCelebration() {
// Remove any remaining bubbles
for (var i = 0; i < bubbles.length; i++) {
bubbles[i].destroy();
}
bubbles = [];
promptText.setText("All done!");
feedbackText.setText("You did it!");
// Use setStyle to update fill color safely
feedbackText.setStyle({
fill: 0xF5A623
});
feedbackText.alpha = 0;
tween(feedbackText, {
alpha: 1
}, {
duration: 300
});
// Play cheer sound
LK.getSound('cheer').play();
// Show "You Win" after a short delay (triggers LK's win popup)
LK.setTimeout(function () {
LK.showYouWin();
}, 1200);
}
// Start game
function startGame() {
currentLetterIdx = 0;
score = 0;
scoreText.setText(score);
feedbackText.alpha = 0;
correctInARow = 0;
lettersPerRound = 4;
// Reset timer
timerActive = false;
timerValue = 0;
timerText.setText('');
if (timerInterval) {
LK.clearInterval(timerInterval);
timerInterval = null;
}
// Reload high score from storage
highScore = storage.letterpop_highscore || 0;
highScoreText.setText('High: ' + highScore);
startRound();
}
// Start on load
startGame();
// No need for update loop, as all logic is event-driven
// Touchscreen: No drag/move needed, only tap (down) on bubbles
// Make sure no elements are in top-left 100x100 (all UI is top/center/right)