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;
});
// ZigzagLetterBubble: A harder bubble with zigzag movement and faded color
var ZigzagLetterBubble = Container.expand(function () {
var self = Container.call(this);
// Properties to be set after creation:
// self.letter (string)
// self.isTarget (bool)
// Pick a faded color bubble (use alpha)
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.bubbleBg.alpha = 0.45 + Math.random() * 0.25; // faded look
self.addChild(self.bubbleBg);
// Letter text, more faded
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.letterText.alpha = 0.7;
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
});
// Zigzag movement parameters
self._zigzagPhase = Math.random() * Math.PI * 2;
self._zigzagSpeed = 0.015 + Math.random() * 0.01; // radians per tick
self._zigzagAmp = 30 + Math.random() * 30; // amplitude in px
self._zigzagBaseX = 0; // will be set on placement
// Touch event
self.down = function (x, y, obj) {
if (self.popped) {
return;
}
self.popped = true;
onBubbleTapped(self);
};
// Pop animation
self.pop = function (_onFinish) {
LK.getSound('pop').play();
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 () {
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
});
}
});
}
});
};
// Zigzag update
self.update = function () {
if (typeof self._zigzagBaseX === "number") {
self._zigzagPhase += self._zigzagSpeed;
self.x = self._zigzagBaseX + Math.sin(self._zigzagPhase) * self._zigzagAmp;
}
};
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 selectedGameMode = "endless"; // "endless", "timed", or "hard"
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 = 310; // 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 (placed just above the score)
var timerText = new Text2('', {
size: 80,
fill: 0xD0021B,
font: "GillSans-Bold,Impact,'Arial Black',Tahoma"
});
timerText.anchor.set(0.5, 1);
// We'll position timerText just above the score
timerText.y = scoreText.y - 100;
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 - 60;
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)
});
}
// Timer text is now statically positioned above the score in LK.gui.bottom
// Create and add bubbles, scale them to fit
for (var i = 0; i < roundLetters.length; i++) {
var useZigzag = false;
// Hard mode: all bubbles are zigzag/faded
if (typeof selectedGameMode !== "undefined" && selectedGameMode === "hard") {
useZigzag = true;
} else {
// Timed/Endless: introduce zigzag as difficulty increases
if (roundLetters.length >= 7) {
var zigzagCount = Math.floor((roundLetters.length - 6) * 0.7);
if (i < zigzagCount) {
useZigzag = true;
}
}
}
var bubble;
if (useZigzag) {
bubble = new ZigzagLetterBubble();
} else {
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;
// For zigzag, set baseX for zigzag movement
if (useZigzag) {
bubble._zigzagBaseX = bubble.x;
}
// 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 (only in Timed Mode)
if (selectedGameMode === "timed" && !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)
// Game mode buttons
var modeBtnY = 1450;
var modeBtnSpacing = 220;
var modeBtnScale = 1.15;
// Endless Mode Button
var endlessBtn = LK.getAsset('bubbleBlue', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: modeBtnY,
scaleX: modeBtnScale,
scaleY: modeBtnScale
});
homeScreen.addChild(endlessBtn);
var endlessText = new Text2("Endless Mode", {
size: 90,
fill: "#fff",
font: "GillSans-Bold,Impact,'Arial Black',Tahoma"
});
endlessText.anchor.set(0.5, 0.5);
endlessText.x = endlessBtn.x;
endlessText.y = endlessBtn.y;
homeScreen.addChild(endlessText);
// Timed Mode Button
var timedBtn = LK.getAsset('bubbleOrange', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: modeBtnY + modeBtnSpacing,
scaleX: modeBtnScale,
scaleY: modeBtnScale
});
homeScreen.addChild(timedBtn);
var timedText = new Text2("Timed Mode", {
size: 90,
fill: "#fff",
font: "GillSans-Bold,Impact,'Arial Black',Tahoma"
});
timedText.anchor.set(0.5, 0.5);
timedText.x = timedBtn.x;
timedText.y = timedBtn.y;
homeScreen.addChild(timedText);
// Hard Mode Button
var hardBtn = LK.getAsset('bubbleRed', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: modeBtnY + 2 * modeBtnSpacing,
scaleX: modeBtnScale,
scaleY: modeBtnScale
});
homeScreen.addChild(hardBtn);
var hardText = new Text2("Hard Mode", {
size: 90,
fill: "#fff",
font: "GillSans-Bold,Impact,'Arial Black',Tahoma"
});
hardText.anchor.set(0.5, 0.5);
hardText.x = hardBtn.x;
hardText.y = hardBtn.y;
homeScreen.addChild(hardText);
// Add homeScreen to game
game.addChild(homeScreen);
// Button interactions
endlessBtn.down = function () {
game.removeChild(homeScreen);
selectedGameMode = "endless";
actuallyStartGame();
};
endlessText.down = endlessBtn.down;
timedBtn.down = function () {
game.removeChild(homeScreen);
selectedGameMode = "timed";
actuallyStartGame();
};
timedText.down = timedBtn.down;
hardBtn.down = function () {
game.removeChild(homeScreen);
selectedGameMode = "hard";
actuallyStartGame();
};
hardText.down = hardBtn.down;
// Don't start the game yet!
return;
}
actuallyStartGame();
function actuallyStartGame() {
currentLetterIdx = 0;
score = 0;
scoreText.setText(score);
feedbackText.alpha = 0;
correctInARow = 0;
lettersPerRound = 4;
// Set game mode defaults
if (typeof selectedGameMode === "undefined") {
selectedGameMode = "endless";
}
// Endless Mode: no timer, endless play, normal bubbles
// Timed Mode: timer, increasing difficulty, normal/zigzag bubbles
// Hard Mode: no timer, all bubbles zigzag/faded, increasing count
if (selectedGameMode === "endless") {
endlessMode = true;
timerActive = false;
timerValue = 0;
timerText.setText('');
if (timerInterval) {
LK.clearInterval(timerInterval);
timerInterval = null;
}
} else if (selectedGameMode === "timed") {
endlessMode = false;
timerActive = true;
timerValue = TIMER_START;
timerText.setText('Time: ' + timerValue);
if (timerInterval) {
LK.clearInterval(timerInterval);
timerInterval = null;
}
timerInterval = LK.setInterval(function () {
if (!timerActive) return;
timerValue--;
timerText.setText('Time: ' + timerValue);
if (timerValue <= 0) {
timerValue = 0;
timerText.setText('Time: 0');
endGameTimeout();
}
}, 1000);
} else if (selectedGameMode === "hard") {
endlessMode = true;
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();
// Animate zigzag bubbles (if any) each frame
game.update = function () {
for (var i = 0; i < bubbles.length; i++) {
if (typeof bubbles[i].update === "function") {
bubbles[i].update();
}
}
};
// 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);;
// --- Add navigation button to return to main menu ---
// We'll use a simple colored bubble as the button, with a "home" icon/text overlay
var navBtn = LK.getAsset('bubbleGreen', {
anchorX: 1,
anchorY: 0,
x: 2048 - 40,
// 40px from right edge
y: 40,
// 40px from top edge
scaleX: 0.7,
scaleY: 0.7
});
var navBtnText = new Text2("⌂", {
size: 110,
fill: "#fff",
font: "GillSans-Bold,Impact,'Arial Black',Tahoma"
});
navBtnText.anchor.set(0.5, 0.5);
navBtnText.x = navBtn.width / 2;
navBtnText.y = navBtn.height / 2;
navBtn.addChild(navBtnText);
// Add to LK.gui.topRight so it stays in the top-right corner
LK.gui.topRight.addChild(navBtn);
// Show/hide navBtn depending on whether we're in gameplay or home screen
function showNavBtn(show) {
navBtn.visible = !!show;
}
// Always hide navBtn on home screen, show on gameplay
showNavBtn(false);
// Patch actuallyStartGame to show navBtn
var _oldActuallyStartGame = actuallyStartGame;
actuallyStartGame = function actuallyStartGame() {
showNavBtn(true);
_oldActuallyStartGame();
};
// Patch startGame to hide navBtn on home screen
var _oldStartGame = startGame;
startGame = function startGame() {
showNavBtn(false);
_oldStartGame();
};
// Also hide navBtn on game over or win
var _oldEndGameTimeout = endGameTimeout;
endGameTimeout = function endGameTimeout() {
showNavBtn(false);
_oldEndGameTimeout();
};
var _oldShowCelebration = showCelebration;
showCelebration = function showCelebration() {
showNavBtn(false);
_oldShowCelebration();
};
// When navBtn is tapped, go back to home screen (reset game)
navBtn.down = function () {
// Hide navBtn immediately
showNavBtn(false);
// Remove all bubbles and reset state
for (var i = 0; i < bubbles.length; i++) {
bubbles[i].destroy();
}
bubbles = [];
// Remove any feedback/prompt
promptText.setText('');
feedbackText.alpha = 0;
// Stop timer if running
timerActive = false;
if (timerInterval) {
LK.clearInterval(timerInterval);
timerInterval = null;
}
// Show home screen again
startGame.hasRun = undefined; // allow home screen to show again
startGame();
}; ===================================================================
--- original.js
+++ change.js
@@ -841,5 +841,79 @@
}
}
};
// 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);
\ No newline at end of file
+// Make sure no elements are in top-left 100x100 (all UI is top/center/right);;
+// --- Add navigation button to return to main menu ---
+// We'll use a simple colored bubble as the button, with a "home" icon/text overlay
+var navBtn = LK.getAsset('bubbleGreen', {
+ anchorX: 1,
+ anchorY: 0,
+ x: 2048 - 40,
+ // 40px from right edge
+ y: 40,
+ // 40px from top edge
+ scaleX: 0.7,
+ scaleY: 0.7
+});
+var navBtnText = new Text2("⌂", {
+ size: 110,
+ fill: "#fff",
+ font: "GillSans-Bold,Impact,'Arial Black',Tahoma"
+});
+navBtnText.anchor.set(0.5, 0.5);
+navBtnText.x = navBtn.width / 2;
+navBtnText.y = navBtn.height / 2;
+navBtn.addChild(navBtnText);
+// Add to LK.gui.topRight so it stays in the top-right corner
+LK.gui.topRight.addChild(navBtn);
+// Show/hide navBtn depending on whether we're in gameplay or home screen
+function showNavBtn(show) {
+ navBtn.visible = !!show;
+}
+// Always hide navBtn on home screen, show on gameplay
+showNavBtn(false);
+// Patch actuallyStartGame to show navBtn
+var _oldActuallyStartGame = actuallyStartGame;
+actuallyStartGame = function actuallyStartGame() {
+ showNavBtn(true);
+ _oldActuallyStartGame();
+};
+// Patch startGame to hide navBtn on home screen
+var _oldStartGame = startGame;
+startGame = function startGame() {
+ showNavBtn(false);
+ _oldStartGame();
+};
+// Also hide navBtn on game over or win
+var _oldEndGameTimeout = endGameTimeout;
+endGameTimeout = function endGameTimeout() {
+ showNavBtn(false);
+ _oldEndGameTimeout();
+};
+var _oldShowCelebration = showCelebration;
+showCelebration = function showCelebration() {
+ showNavBtn(false);
+ _oldShowCelebration();
+};
+// When navBtn is tapped, go back to home screen (reset game)
+navBtn.down = function () {
+ // Hide navBtn immediately
+ showNavBtn(false);
+ // Remove all bubbles and reset state
+ for (var i = 0; i < bubbles.length; i++) {
+ bubbles[i].destroy();
+ }
+ bubbles = [];
+ // Remove any feedback/prompt
+ promptText.setText('');
+ feedbackText.alpha = 0;
+ // Stop timer if running
+ timerActive = false;
+ if (timerInterval) {
+ LK.clearInterval(timerInterval);
+ timerInterval = null;
+ }
+ // Show home screen again
+ startGame.hasRun = undefined; // allow home screen to show again
+ startGame();
+};
\ No newline at end of file