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();
+};
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