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
User prompt
"Make the game endless. Each round, increase the number of letters shown in the center. After reaching 10 points, add a time limit. For every correct answer, add +3 seconds. If the player gives a wrong answer or takes too long, the timer continues counting down. When the timer reaches zero, the game ends. Show the player's current score and also display the high score."
User prompt
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
add return home button
User prompt
add start screen
User prompt
"After every two correct answers, increase the number of options shown and make the selection more challenging."
User prompt
"Center the options and make the circles slightly bigger. As the game progresses, show more options."
User prompt
Please fix the bug: 'TypeError: this.destroy is not a function' in or related to this line: 'this.destroy();' Line Number: 258
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'feedbackText.style.fill = color;' Line Number: 280
Code edit (1 edits merged)
Please save this source code
User prompt
Letter Pop!
Initial prompt
Make a learning letter game for kids
/**** * 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: 110, fill: 0x4A90E2, font: "GillSans-Bold,Impact,'Arial Black',Tahoma" }); scoreText.anchor.set(0.5, 1); scoreText.y = -40; // Raise it a bit above the very bottom LK.gui.bottom.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 20) if (correctInARow % 2 === 0) { if (typeof lettersPerRound === "undefined") lettersPerRound = 4; lettersPerRound = Math.min(lettersPerRound + 1, 20); } // 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() { // Show a visually appealing home screen before the first round if (typeof startGame.hasRun === "undefined") { // Only show on first load, not after game over startGame.hasRun = true; // Create a custom home screen container var homeScreen = new Container(); // Big colorful title var title = new Text2("Letter Pop!", { size: 220, fill: ["#4A90E2", "#F5A623", "#7ED321", "#D0021B"], font: "GillSans-Bold,Impact,'Arial Black',Tahoma" }); title.anchor.set(0.5, 0.5); title.x = 2048 / 2; title.y = 700; homeScreen.addChild(title); // Fun subtitle var subtitle = new Text2("Pop the right letter bubbles!", { size: 90, fill: 0x9013FE, font: "GillSans-Bold,Impact,'Arial Black',Tahoma" }); subtitle.anchor.set(0.5, 0.5); subtitle.x = 2048 / 2; subtitle.y = 900; homeScreen.addChild(subtitle); // Show a few sample bubbles for visual appeal var sampleLetters = ["A", "B", "C"]; var bubbleColors = ['bubbleBlue', 'bubbleGreen', 'bubbleRed']; for (var i = 0; i < sampleLetters.length; i++) { var sampleBubble = LK.getAsset(bubbleColors[i], { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 - 200 + i * 200, y: 1200, scaleX: 1.1, scaleY: 1.1 }); homeScreen.addChild(sampleBubble); var letter = new Text2(sampleLetters[i], { size: 110, fill: "#fff", font: "GillSans-Bold,Impact,'Arial Black',Tahoma" }); letter.anchor.set(0.5, 0.5); letter.x = sampleBubble.x; letter.y = sampleBubble.y; homeScreen.addChild(letter); } // Play button var playBtn = LK.getAsset('bubbleOrange', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 1550, scaleX: 1.3, scaleY: 1.3 }); homeScreen.addChild(playBtn); var playText = new Text2("Play", { size: 110, fill: "#fff", font: "GillSans-Bold,Impact,'Arial Black',Tahoma" }); playText.anchor.set(0.5, 0.5); playText.x = playBtn.x; playText.y = playBtn.y; homeScreen.addChild(playText); // Show high score on home screen var homeHighScore = new Text2("High Score: " + (storage.letterpop_highscore || 0), { size: 80, fill: 0x888888, font: "GillSans-Bold,Impact,'Arial Black',Tahoma" }); homeHighScore.anchor.set(0.5, 0.5); homeHighScore.x = 2048 / 2; homeHighScore.y = 1750; homeScreen.addChild(homeHighScore); // Add homeScreen to game game.addChild(homeScreen); // Play button interaction playBtn.down = function () { stage.removeChild(homeScreen); actuallyStartGame(); }; playText.down = playBtn.down; // Make text also clickable // Don't start the game yet! return; } actuallyStartGame(); function actuallyStartGame() { 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)
===================================================================
--- original.js
+++ change.js
@@ -506,10 +506,10 @@
homeHighScore.anchor.set(0.5, 0.5);
homeHighScore.x = 2048 / 2;
homeHighScore.y = 1750;
homeScreen.addChild(homeHighScore);
- // Add homeScreen to stage
- stage.addChild(homeScreen);
+ // Add homeScreen to game
+ game.addChild(homeScreen);
// Play button interaction
playBtn.down = function () {
stage.removeChild(homeScreen);
actuallyStartGame();