User prompt
i cant see home button on the right corner top
User prompt
"Make the pause and main menu button clearly visible in the top-right corner during gameplay. Fix its position, increase its size if needed, and bring it to the front so it’s never hidden behind any elements."
User prompt
"Add a button in the top-right corner during gameplay that pauses the game and allows the user to return to the main menu."
User prompt
"Make the high score data separate for each game mode. Each mode should track and display its own highest score independently."
User prompt
add time in hard mode
User prompt
Please fix the bug: 'actuallyStartGame is not defined' in or related to this line: 'var _oldActuallyStartGame = actuallyStartGame;' Line Number: 852
User prompt
Please fix the bug: 'actuallyStartGame is not defined' in or related to this line: 'var _oldActuallyStartGame = actuallyStartGame;' Line Number: 851
User prompt
Please fix the bug: 'actuallyStartGame is not defined' in or related to this line: 'var _oldActuallyStartGame = actuallyStartGame;' Line Number: 851
User prompt
Please fix the bug: 'actuallyStartGame is not defined' in or related to this line: 'var _oldActuallyStartGame = actuallyStartGame;' Line Number: 851
User prompt
Please fix the bug: 'actuallyStartGame is not defined' in or related to this line: 'var _oldActuallyStartGame = actuallyStartGame;' Line Number: 851
User prompt
Please fix the bug: 'actuallyStartGame is not defined' in or related to this line: 'var _oldActuallyStartGame = actuallyStartGame;' Line Number: 851
User prompt
Please fix the bug: 'actuallyStartGame is not defined' in or related to this line: 'var _oldActuallyStartGame = actuallyStartGame;' Line Number: 851
User prompt
Please fix the bug: 'actuallyStartGame is not defined' in or related to this line: 'var _oldActuallyStartGame = actuallyStartGame;' Line Number: 851
User prompt
Please fix the bug: 'actuallyStartGame is not defined' in or related to this line: 'var _oldActuallyStartGame = actuallyStartGame;' Line Number: 892
User prompt
"Add a navigation button in the top-right corner during gameplay that allows the user to return to the main menu."
User prompt
"Add game modes to the main menu: 1-Endless Mode – No timer. Remove the time-based structure for this mode. 2-Timed Mode – Keep the current structure with the timer and increasing difficulty. 3-Hard Mode – All bubbles have zigzag patterns from the beginning to make selection more difficult."**
Code edit (1 edits merged)
Please save this source code
User prompt
"Display the time information above the current score."
User prompt
"Place the time information just above the current score and below the bubbles."
User prompt
"Place the time information just above the current score and below the bubbles."
User prompt
"Place the time information just above the current score and below the bubbles."
User prompt
"As the game progresses, gradually increase the number of bubbles from the current 6 to more. These new bubbles should have zigzag patterns with faded colors to make selection harder."
User prompt
"Display the time information above the current score."
User prompt
bubbleBlue ekle
User prompt
"Add some spacing between the 'Find' and 'High Score' displays."
/**** * 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 // Pick a random bubble color asset for the background var bubbleAssetIds = ['bubbleBlue', 'bubbleGreen', 'bubbleRed', 'bubbleYellow', 'bubblePurple', 'bubbleOrange']; var bubbleIdx = Math.floor(Math.random() * bubbleAssetIds.length); self.bubbleBg = LK.getAsset(bubbleAssetIds[bubbleIdx], { anchorX: 0.5, anchorY: 0.5 }); self.addChild(self.bubbleBg); // Letter color should contrast with bubble color for readability self.letterText = new Text2('A', { size: 120, fill: 0xFFFFFF, font: "GillSans-Bold,Impact,'Arial Black',Tahoma" }); self.letterText.anchor.set(0.5, 0.5); // Add a subtle drop shadow for pop self.letterText.setStyle({ dropShadow: true, dropShadowColor: "#222", dropShadowBlur: 8, dropShadowDistance: 4 }); 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 ****/ // Simple celebratory sound for win // Sounds for correct/incorrect feedback // We'll use 26 different colors for variety, but for MVP, 5-6 colors are enough and can be reused. // Letter bubbles: We'll use colored ellipses for bubbles, and overlay Text2 for letters. // Alphabet array 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 = 30; // 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); promptText.y = 90; // Move prompt lower from the very top 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 = -120; // Move it higher above the very bottom LK.gui.bottom.addChild(scoreText); // High score text (top center, under prompt) var highScoreText = new Text2('High Score: ' + highScore, { size: 60, fill: 0x888888, font: "GillSans-Bold,Impact,'Arial Black',Tahoma" }); highScoreText.anchor.set(0.5, 0); highScoreText.y = 240; // Add more spacing below the promptText LK.gui.top.addChild(highScoreText); // Timer text (bottom center, just above score) var timerText = new Text2('', { size: 80, fill: 0xD0021B, font: "GillSans-Bold,Impact,'Arial Black',Tahoma" }); timerText.anchor.set(0.5, 1); timerText.y = -160; // Place above the scoreText (scoreText is at -40) LK.gui.bottom.addChild(timerText); // Timer change effect (shows +2s/-1s) var timerChangeText = new Text2('', { size: 70, fill: 0x43A047, font: "GillSans-Bold,Impact,'Arial Black',Tahoma" }); timerChangeText.anchor.set(0.5, 1); timerChangeText.alpha = 0; timerChangeText.y = timerText.y - 80; // Just above timerText LK.gui.bottom.addChild(timerChangeText); // Helper to show timer change effect function showTimerChangeEffect(text, color) { timerChangeText.setText(text); timerChangeText.setStyle({ fill: color }); timerChangeText.alpha = 0; timerChangeText.y = timerText.y - 80; tween(timerChangeText, { alpha: 1, y: timerChangeText.y - 40 }, { duration: 200, onFinish: function onFinish() { LK.setTimeout(function () { tween(timerChangeText, { alpha: 0 }, { duration: 300 }); }, 400); } }); } // 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, scaling and spacing to fit up to 20 bubbles var numBubbles = roundLetters.length; var maxBubbles = 20; var minBubbleSize = 110; var maxBubbleSize = 300; var minMargin = 24; var maxMargin = 60; // Calculate grid: try to make it as square as possible var cols = Math.ceil(Math.sqrt(numBubbles)); var rows = Math.ceil(numBubbles / cols); // Compute available width/height (leave some padding) var padX = 80, padY = 200; var availW = 2048 - padX * 2; var availH = 1800 - padY * 2; // keep bubbles in upper 2/3 of screen // Compute max bubble size that fits var bubbleSizeW = Math.floor((availW - (cols - 1) * minMargin) / cols); var bubbleSizeH = Math.floor((availH - (rows - 1) * minMargin) / rows); var bubbleSize = Math.max(minBubbleSize, Math.min(maxBubbleSize, Math.min(bubbleSizeW, bubbleSizeH))); // Compute margin to center bubbles var marginX = Math.max(minMargin, Math.min(maxMargin, Math.floor((availW - cols * bubbleSize) / Math.max(1, cols - 1)))); var marginY = Math.max(minMargin, Math.min(maxMargin, Math.floor((availH - rows * bubbleSize) / Math.max(1, rows - 1)))); // Compute grid start var totalGridW = cols * bubbleSize + (cols - 1) * marginX; var totalGridH = rows * bubbleSize + (rows - 1) * marginY; // Vertically center grid in the middle of the screen, but never closer than 200px to the top // 2732 is the screen height. Center the grid, but keep at least 200px from the top and 200px from the bottom. var minTop = 200; var minBottom = 200; var availableHeight = 2732 - minTop - minBottom; var gridTop = minTop + Math.max(0, (availableHeight - totalGridH) / 2); var startX = (2048 - totalGridW) / 2 + bubbleSize / 2; var startY = gridTop + bubbleSize / 2; // Place bubbles in grid var positions = []; for (var i = 0; i < numBubbles; i++) { var row = Math.floor(i / cols); var col = i % cols; positions.push({ x: startX + col * (bubbleSize + marginX), y: startY + row * (bubbleSize + marginY) }); } // Create and add bubbles, scale them to fit 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; // Scale bubble to fit var scale = bubbleSize / 300; // 300 is the asset's base size bubble.scale.set(scale, scale); // Also scale letter text for readability bubble.letterText.setStyle({ size: Math.floor(120 * scale) }); // 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 Score: ' + 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 += 2; timerText.setText('Time: ' + timerValue); showTimerChangeEffect("+2s", "#43A047"); } // 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(); // Subtract 1s for wrong answer if timer is active if (timerActive) { timerValue = Math.max(0, timerValue - 1); timerText.setText('Time: ' + timerValue); showTimerChangeEffect("-1s", "#D0021B"); if (timerValue <= 0) { timerValue = 0; timerText.setText('Time: 0'); endGameTimeout(); } } // 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") { var isFarFromOthers = function isFarFromOthers(x, y, minDist) { for (var i = 0; i < placedPositions.length; i++) { var dx = x - placedPositions[i].x; var dy = y - placedPositions[i].y; if (Math.sqrt(dx * dx + dy * dy) < minDist) { return false; } } return true; }; // 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); // (Sample letters removed for a cleaner home screen) // 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); // Add homeScreen to game game.addChild(homeScreen); // Play button interaction playBtn.down = function () { game.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 Score: ' + 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
// Pick a random bubble color asset for the background
var bubbleAssetIds = ['bubbleBlue', 'bubbleGreen', 'bubbleRed', 'bubbleYellow', 'bubblePurple', 'bubbleOrange'];
var bubbleIdx = Math.floor(Math.random() * bubbleAssetIds.length);
self.bubbleBg = LK.getAsset(bubbleAssetIds[bubbleIdx], {
anchorX: 0.5,
anchorY: 0.5
});
self.addChild(self.bubbleBg);
// Letter color should contrast with bubble color for readability
self.letterText = new Text2('A', {
size: 120,
fill: 0xFFFFFF,
font: "GillSans-Bold,Impact,'Arial Black',Tahoma"
});
self.letterText.anchor.set(0.5, 0.5);
// Add a subtle drop shadow for pop
self.letterText.setStyle({
dropShadow: true,
dropShadowColor: "#222",
dropShadowBlur: 8,
dropShadowDistance: 4
});
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
****/
// Simple celebratory sound for win
// Sounds for correct/incorrect feedback
// We'll use 26 different colors for variety, but for MVP, 5-6 colors are enough and can be reused.
// Letter bubbles: We'll use colored ellipses for bubbles, and overlay Text2 for letters.
// Alphabet array
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 = 30; // 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);
promptText.y = 90; // Move prompt lower from the very top
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 = -120; // Move it higher above the very bottom
LK.gui.bottom.addChild(scoreText);
// High score text (top center, under prompt)
var highScoreText = new Text2('High Score: ' + highScore, {
size: 60,
fill: 0x888888,
font: "GillSans-Bold,Impact,'Arial Black',Tahoma"
});
highScoreText.anchor.set(0.5, 0);
highScoreText.y = 240; // Add more spacing below the promptText
LK.gui.top.addChild(highScoreText);
// Timer text (bottom center, just above score)
var timerText = new Text2('', {
size: 80,
fill: 0xD0021B,
font: "GillSans-Bold,Impact,'Arial Black',Tahoma"
});
timerText.anchor.set(0.5, 1);
timerText.y = -160; // Place above the scoreText (scoreText is at -40)
LK.gui.bottom.addChild(timerText);
// Timer change effect (shows +2s/-1s)
var timerChangeText = new Text2('', {
size: 70,
fill: 0x43A047,
font: "GillSans-Bold,Impact,'Arial Black',Tahoma"
});
timerChangeText.anchor.set(0.5, 1);
timerChangeText.alpha = 0;
timerChangeText.y = timerText.y - 80; // Just above timerText
LK.gui.bottom.addChild(timerChangeText);
// Helper to show timer change effect
function showTimerChangeEffect(text, color) {
timerChangeText.setText(text);
timerChangeText.setStyle({
fill: color
});
timerChangeText.alpha = 0;
timerChangeText.y = timerText.y - 80;
tween(timerChangeText, {
alpha: 1,
y: timerChangeText.y - 40
}, {
duration: 200,
onFinish: function onFinish() {
LK.setTimeout(function () {
tween(timerChangeText, {
alpha: 0
}, {
duration: 300
});
}, 400);
}
});
}
// 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, scaling and spacing to fit up to 20 bubbles
var numBubbles = roundLetters.length;
var maxBubbles = 20;
var minBubbleSize = 110;
var maxBubbleSize = 300;
var minMargin = 24;
var maxMargin = 60;
// Calculate grid: try to make it as square as possible
var cols = Math.ceil(Math.sqrt(numBubbles));
var rows = Math.ceil(numBubbles / cols);
// Compute available width/height (leave some padding)
var padX = 80,
padY = 200;
var availW = 2048 - padX * 2;
var availH = 1800 - padY * 2; // keep bubbles in upper 2/3 of screen
// Compute max bubble size that fits
var bubbleSizeW = Math.floor((availW - (cols - 1) * minMargin) / cols);
var bubbleSizeH = Math.floor((availH - (rows - 1) * minMargin) / rows);
var bubbleSize = Math.max(minBubbleSize, Math.min(maxBubbleSize, Math.min(bubbleSizeW, bubbleSizeH)));
// Compute margin to center bubbles
var marginX = Math.max(minMargin, Math.min(maxMargin, Math.floor((availW - cols * bubbleSize) / Math.max(1, cols - 1))));
var marginY = Math.max(minMargin, Math.min(maxMargin, Math.floor((availH - rows * bubbleSize) / Math.max(1, rows - 1))));
// Compute grid start
var totalGridW = cols * bubbleSize + (cols - 1) * marginX;
var totalGridH = rows * bubbleSize + (rows - 1) * marginY;
// Vertically center grid in the middle of the screen, but never closer than 200px to the top
// 2732 is the screen height. Center the grid, but keep at least 200px from the top and 200px from the bottom.
var minTop = 200;
var minBottom = 200;
var availableHeight = 2732 - minTop - minBottom;
var gridTop = minTop + Math.max(0, (availableHeight - totalGridH) / 2);
var startX = (2048 - totalGridW) / 2 + bubbleSize / 2;
var startY = gridTop + bubbleSize / 2;
// Place bubbles in grid
var positions = [];
for (var i = 0; i < numBubbles; i++) {
var row = Math.floor(i / cols);
var col = i % cols;
positions.push({
x: startX + col * (bubbleSize + marginX),
y: startY + row * (bubbleSize + marginY)
});
}
// Create and add bubbles, scale them to fit
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;
// Scale bubble to fit
var scale = bubbleSize / 300; // 300 is the asset's base size
bubble.scale.set(scale, scale);
// Also scale letter text for readability
bubble.letterText.setStyle({
size: Math.floor(120 * scale)
});
// 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 Score: ' + 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 += 2;
timerText.setText('Time: ' + timerValue);
showTimerChangeEffect("+2s", "#43A047");
}
// 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();
// Subtract 1s for wrong answer if timer is active
if (timerActive) {
timerValue = Math.max(0, timerValue - 1);
timerText.setText('Time: ' + timerValue);
showTimerChangeEffect("-1s", "#D0021B");
if (timerValue <= 0) {
timerValue = 0;
timerText.setText('Time: 0');
endGameTimeout();
}
}
// 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") {
var isFarFromOthers = function isFarFromOthers(x, y, minDist) {
for (var i = 0; i < placedPositions.length; i++) {
var dx = x - placedPositions[i].x;
var dy = y - placedPositions[i].y;
if (Math.sqrt(dx * dx + dy * dy) < minDist) {
return false;
}
}
return true;
};
// 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);
// (Sample letters removed for a cleaner home screen)
// 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);
// Add homeScreen to game
game.addChild(homeScreen);
// Play button interaction
playBtn.down = function () {
game.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 Score: ' + 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)