User prompt
"Add a emoty button in the top-right corner of the screen. Ensure the button is clearly visible and does not overlap with other UI elements like the home buttons."
User prompt
Add a language selection button in the top-right corner of the screen.
User prompt
not visible added button i cant see it
User prompt
"Add a language selection button in the top-right corner of the screen. When clicked, it should open a small dropdown or popup menu allowing the user to choose from different languages (e.g., English, Turkish, Spanish). Ensure the button is clearly visible and does not overlap with other UI elements like the home or pause buttons."
User prompt
Add a language selection button in the top-right corner of the screen. When clicked, it should open a small dropdown or popup menu allowing the user to choose from different languages (e.g., English, Turkish, Spanish).
Code edit (2 edits merged)
Please save this source code
User prompt
Please fix the bug: 'origX is not defined' in or related to this line: 'homeButton.x = origX - 20; // Position to the right' Line Number: 335
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'x')' in or related to this line: 'var origX = self.x;' Line Number: 334
Code edit (4 edits merged)
Please save this source code
User prompt
Please fix the bug: 'origX is not defined' in or related to this line: 'homeButton.x = origX - 20; // Position to the right' Line Number: 335
Code edit (1 edits merged)
Please save this source code
User prompt
disabled all pause button
User prompt
pause and home button not enabled home page
User prompt
Please fix the bug: 'Uncaught TypeError: LK.showConfirm is not a function' in or related to this line: 'LK.showConfirm({' Line Number: 365
User prompt
"When the Home button is pressed, show a confirmation dialog asking 'Are you sure you want to return to the home screen?'. "
User prompt
Please fix the bug: 'Uncaught TypeError: LK.showDialog is not a function' in or related to this line: 'LK.showDialog({' Line Number: 365
User prompt
"When the Home button is pressed, show a confirmation dialog asking 'Are you sure you want to return to the home screen?'. If the user confirms by selecting 'Yes', then return to the main menu. If 'No' is selected, continue the game."
User prompt
"Hide the pause button when playing in Endless Mode. It should only be visible in other game modes."
User prompt
"Do not display the high score on the main menu screen."
User prompt
"Place the pause and main menu buttons clearly visible in the top-right corner during gameplay."
Code edit (2 edits merged)
Please save this source code
User prompt
"Show the pause and main menu buttons only during gameplay after a game mode is selected. These buttons should NOT be visible on the main menu screen."
User prompt
"When returning to the main menu, hide the high score display completely. Also, fix the title text so that 'Letter Pop!' and 'Pop the right letter bubbles!' stay on the same line without breaking into two lines."
Code edit (1 edits merged)
Please save this source code
/****
* 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
****/
// 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 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 per mode
var highScores = {
endless: typeof storage.letterpop_highscore_endless !== "undefined" ? storage.letterpop_highscore_endless : 0,
timed: typeof storage.letterpop_highscore_timed !== "undefined" ? storage.letterpop_highscore_timed : 0,
hard: typeof storage.letterpop_highscore_hard !== "undefined" ? storage.letterpop_highscore_hard : 0
};
var highScore = 0; // Will be set per mode
// 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)
// (Removed from main menu per requirements)
var highScoreText = new Text2('', {
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);
// Game control button (pause/play) above the score - positioned to the left
var gameControlButton = LK.getAsset('bubbleBlue', {
anchorX: 0.5,
anchorY: 1,
scaleX: 0.4,
scaleY: 0.4
});
gameControlButton.y = scoreText.y - 200;
gameControlButton.x = -80; // Position to the left
gameControlButton.visible = false; // Initially hidden on main menu
LK.gui.bottom.addChild(gameControlButton);
var gameControlText = new Text2('⏸️', {
size: 60,
fill: 0xFFFFFF,
font: "GillSans-Bold,Impact,'Arial Black',Tahoma"
});
gameControlText.anchor.set(0.5, 0.5);
gameControlText.x = gameControlButton.x;
gameControlText.y = gameControlButton.y - 60;
gameControlText.visible = false; // Initially hidden on main menu
LK.gui.bottom.addChild(gameControlText);
// Home button to return to main menu - positioned to the right
var homeButton = LK.getAsset('bubbleGreen', {
anchorX: 0.5,
anchorY: 1,
scaleX: 0.4,
scaleY: 0.4
});
homeButton.y = scoreText.y - 200;
homeButton.x = 80; // Position to the right
homeButton.visible = false; // Initially hidden on main menu
LK.gui.bottom.addChild(homeButton);
var homeButtonText = new Text2('🏠', {
size: 60,
fill: 0xFFFFFF,
font: "GillSans-Bold,Impact,'Arial Black',Tahoma"
});
homeButtonText.anchor.set(0.5, 0.5);
homeButtonText.x = homeButton.x;
homeButtonText.y = homeButton.y - 60;
homeButtonText.visible = false; // Initially hidden on main menu
LK.gui.bottom.addChild(homeButtonText);
homeButton.down = function () {
// Show confirmation dialog before resetting
// Custom confirm dialog using LK.gui and Text2
(function showCustomConfirm() {
// Prevent multiple dialogs
if (typeof showCustomConfirm.dialog !== "undefined" && showCustomConfirm.dialog.parent) return;
var dialog = new Container();
showCustomConfirm.dialog = dialog;
// Semi-transparent background overlay
var overlay = LK.getAsset('bubbleBlue', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 20,
scaleY: 20,
x: 2048 / 2,
y: 2732 / 2
});
overlay.alpha = 0.45;
dialog.addChild(overlay);
// Dialog box
var box = LK.getAsset('bubbleGreen', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2.5,
scaleY: 1.5,
x: 2048 / 2,
y: 2732 / 2
});
dialog.addChild(box);
// Message text
var msg = new Text2("Are you sure you want to return to the home screen?", {
size: 80,
fill: "#333",
font: "GillSans-Bold,Impact,'Arial Black',Tahoma",
align: "center",
wordWrap: true,
wordWrapWidth: 900
});
msg.anchor.set(0.5, 0.5);
msg.x = 2048 / 2;
msg.y = 2732 / 2 - 120;
dialog.addChild(msg);
// Yes button
var yesBtn = LK.getAsset('bubbleRed', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.7,
scaleY: 0.7,
x: 2048 / 2 - 180,
y: 2732 / 2 + 120
});
dialog.addChild(yesBtn);
var yesText = new Text2("Yes", {
size: 70,
fill: "#fff",
font: "GillSans-Bold,Impact,'Arial Black',Tahoma"
});
yesText.anchor.set(0.5, 0.5);
yesText.x = yesBtn.x;
yesText.y = yesBtn.y;
dialog.addChild(yesText);
// No button
var noBtn = LK.getAsset('bubbleBlue', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.7,
scaleY: 0.7,
x: 2048 / 2 + 180,
y: 2732 / 2 + 120
});
dialog.addChild(noBtn);
var noText = new Text2("No", {
size: 70,
fill: "#fff",
font: "GillSans-Bold,Impact,'Arial Black',Tahoma"
});
noText.anchor.set(0.5, 0.5);
noText.x = noBtn.x;
noText.y = noBtn.y;
dialog.addChild(noText);
// Add dialog to LK.gui.center so it's always on top
LK.gui.center.addChild(dialog);
// Confirm handler
var onConfirm = function onConfirm() {
// Remove dialog
if (dialog.parent) dialog.parent.removeChild(dialog);
showCustomConfirm.dialog = undefined;
// Stop timer if active
if (timerInterval) {
LK.clearInterval(timerInterval);
timerInterval = null;
}
timerActive = false;
// Complete game reset - remove all bubbles
for (var i = 0; i < bubbles.length; i++) {
bubbles[i].destroy();
}
bubbles = [];
// Reset all game state variables
currentLetterIdx = 0;
score = 0;
correctInARow = 0;
lettersPerRound = 4;
roundActive = false;
gamePaused = false;
timerValue = 0;
// Reset UI elements
scoreText.setText('0');
promptText.setText('');
feedbackText.alpha = 0;
timerText.setText('');
timerChangeText.alpha = 0;
gameControlText.setText('⏸️');
// Hide game control buttons when returning to main menu
gameControlButton.visible = false;
gameControlText.visible = false;
homeButton.visible = false;
homeButtonText.visible = false;
// Hide high score text on main menu
highScoreText.visible = false;
// Reset game state and show home screen
startGame.hasRun = undefined;
startGame();
};
// Cancel handler
var onCancel = function onCancel() {
if (dialog.parent) dialog.parent.removeChild(dialog);
showCustomConfirm.dialog = undefined;
};
yesBtn.down = onConfirm;
yesText.down = onConfirm;
noBtn.down = onCancel;
noText.down = onCancel;
})();
};
homeButtonText.down = homeButton.down;
var gamePaused = false;
gameControlButton.down = function () {
if (gamePaused) {
// Resume game
gamePaused = false;
gameControlText.setText('⏸️');
if (timerActive && !timerInterval) {
timerInterval = LK.setInterval(function () {
if (!timerActive) {
return;
}
timerValue--;
timerText.setText('Time: ' + timerValue);
if (timerValue <= 0) {
timerValue = 0;
timerText.setText('Time: 0');
endGameTimeout();
}
}, 1000);
}
} else {
// Pause game
gamePaused = true;
gameControlText.setText('▶️');
if (timerInterval) {
LK.clearInterval(timerInterval);
timerInterval = null;
}
}
};
gameControlText.down = gameControlButton.down;
// 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 || gamePaused) {
return;
}
if (bubble.isTarget) {
// Correct!
roundActive = false;
score++;
scoreText.setText(score);
// Update high score if needed (per mode)
if (score > highScore) {
highScore = score;
highScores[selectedGameMode] = score;
highScoreText.setText('High Score2: ' + highScore);
if (selectedGameMode === "endless") {
storage.letterpop_highscore_endless = score;
} else if (selectedGameMode === "timed") {
storage.letterpop_highscore_timed = score;
} else if (selectedGameMode === "hard") {
storage.letterpop_highscore_hard = score;
}
}
// Start timer mode after 10 points (only in Timed Mode), or always active in Hard Mode
if (selectedGameMode === "timed" && !timerActive && score >= 10 || selectedGameMode === "hard" && !timerActive) {
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 (including Hard Mode)
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") {
// 435px
// Helper to create a mode button with text that fits nicely
var createModeButton = function createModeButton(bubbleId, label, y, textSize, bubbleScale) {
var btn = LK.getAsset(bubbleId, {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: y,
scaleX: bubbleScale,
scaleY: bubbleScale
});
homeScreen.addChild(btn);
// Use a slightly smaller font size and allow for two lines if needed
var text = new Text2(label, {
size: textSize,
fill: "#fff",
font: "GillSans-Bold,Impact,'Arial Black',Tahoma",
align: "center",
wordWrap: true,
wordWrapWidth: Math.floor(modeBtnBubbleSize * 0.85)
});
text.anchor.set(0.5, 0.5);
text.x = btn.x;
text.y = btn.y;
homeScreen.addChild(text);
return {
btn: btn,
text: text
};
}; // Endless Mode Button
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 - redesigned for better text fit and visual appeal
var modeBtnY = 1450;
var modeBtnSpacing = 320; // More vertical space for larger bubbles
var modeBtnScale = 1.45; // Larger bubbles for more text room
var modeBtnBubbleSize = 300 * modeBtnScale;
var endlessBtnObj = createModeButton('bubbleBlue', "Endless\nMode", modeBtnY, 78, modeBtnScale);
// Timed Mode Button
var timedBtnObj = createModeButton('bubbleOrange', "Timed\nMode", modeBtnY + modeBtnSpacing, 78, modeBtnScale);
// Hard Mode Button
var hardBtnObj = createModeButton('bubbleRed', "Hard\nMode", modeBtnY + 2 * modeBtnSpacing, 78, modeBtnScale);
var endlessBtn = endlessBtnObj.btn;
var endlessText = endlessBtnObj.text;
var timedBtn = timedBtnObj.btn;
var timedText = timedBtnObj.text;
var hardBtn = hardBtnObj.btn;
var hardText = hardBtnObj.text;
// Add homeScreen to game
game.addChild(homeScreen);
// Hide high score text on main menu
highScoreText.visible = false;
// 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() {
// Show game control buttons when gameplay starts
if (selectedGameMode === "endless") {
gameControlButton.visible = false;
gameControlText.visible = false;
} else {
gameControlButton.visible = true;
gameControlText.visible = true;
}
homeButton.visible = true;
homeButtonText.visible = true;
// Show high score text during gameplay
highScoreText.visible = true;
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 = 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);
}
// Reload high score from storage for the selected mode
if (selectedGameMode === "endless") {
highScore = typeof storage.letterpop_highscore_endless !== "undefined" ? storage.letterpop_highscore_endless : 0;
} else if (selectedGameMode === "timed") {
highScore = typeof storage.letterpop_highscore_timed !== "undefined" ? storage.letterpop_highscore_timed : 0;
} else if (selectedGameMode === "hard") {
highScore = typeof storage.letterpop_highscore_hard !== "undefined" ? storage.letterpop_highscore_hard : 0;
} else {
highScore = 0;
}
highScoreText.setText('High Score3: ' + 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); ===================================================================
--- original.js
+++ change.js
@@ -347,13 +347,93 @@
homeButtonText.visible = false; // Initially hidden on main menu
LK.gui.bottom.addChild(homeButtonText);
homeButton.down = function () {
// Show confirmation dialog before resetting
- LK.showConfirm({
- message: "Are you sure you want to return to the home screen?",
- confirmText: "Yes",
- cancelText: "No",
- onConfirm: function onConfirm() {
+ // Custom confirm dialog using LK.gui and Text2
+ (function showCustomConfirm() {
+ // Prevent multiple dialogs
+ if (typeof showCustomConfirm.dialog !== "undefined" && showCustomConfirm.dialog.parent) return;
+ var dialog = new Container();
+ showCustomConfirm.dialog = dialog;
+ // Semi-transparent background overlay
+ var overlay = LK.getAsset('bubbleBlue', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 20,
+ scaleY: 20,
+ x: 2048 / 2,
+ y: 2732 / 2
+ });
+ overlay.alpha = 0.45;
+ dialog.addChild(overlay);
+ // Dialog box
+ var box = LK.getAsset('bubbleGreen', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 2.5,
+ scaleY: 1.5,
+ x: 2048 / 2,
+ y: 2732 / 2
+ });
+ dialog.addChild(box);
+ // Message text
+ var msg = new Text2("Are you sure you want to return to the home screen?", {
+ size: 80,
+ fill: "#333",
+ font: "GillSans-Bold,Impact,'Arial Black',Tahoma",
+ align: "center",
+ wordWrap: true,
+ wordWrapWidth: 900
+ });
+ msg.anchor.set(0.5, 0.5);
+ msg.x = 2048 / 2;
+ msg.y = 2732 / 2 - 120;
+ dialog.addChild(msg);
+ // Yes button
+ var yesBtn = LK.getAsset('bubbleRed', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 0.7,
+ scaleY: 0.7,
+ x: 2048 / 2 - 180,
+ y: 2732 / 2 + 120
+ });
+ dialog.addChild(yesBtn);
+ var yesText = new Text2("Yes", {
+ size: 70,
+ fill: "#fff",
+ font: "GillSans-Bold,Impact,'Arial Black',Tahoma"
+ });
+ yesText.anchor.set(0.5, 0.5);
+ yesText.x = yesBtn.x;
+ yesText.y = yesBtn.y;
+ dialog.addChild(yesText);
+ // No button
+ var noBtn = LK.getAsset('bubbleBlue', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 0.7,
+ scaleY: 0.7,
+ x: 2048 / 2 + 180,
+ y: 2732 / 2 + 120
+ });
+ dialog.addChild(noBtn);
+ var noText = new Text2("No", {
+ size: 70,
+ fill: "#fff",
+ font: "GillSans-Bold,Impact,'Arial Black',Tahoma"
+ });
+ noText.anchor.set(0.5, 0.5);
+ noText.x = noBtn.x;
+ noText.y = noBtn.y;
+ dialog.addChild(noText);
+ // Add dialog to LK.gui.center so it's always on top
+ LK.gui.center.addChild(dialog);
+ // Confirm handler
+ var onConfirm = function onConfirm() {
+ // Remove dialog
+ if (dialog.parent) dialog.parent.removeChild(dialog);
+ showCustomConfirm.dialog = undefined;
// Stop timer if active
if (timerInterval) {
LK.clearInterval(timerInterval);
timerInterval = null;
@@ -388,11 +468,19 @@
highScoreText.visible = false;
// Reset game state and show home screen
startGame.hasRun = undefined;
startGame();
- }
- // If cancelled, do nothing
- });
+ };
+ // Cancel handler
+ var onCancel = function onCancel() {
+ if (dialog.parent) dialog.parent.removeChild(dialog);
+ showCustomConfirm.dialog = undefined;
+ };
+ yesBtn.down = onConfirm;
+ yesText.down = onConfirm;
+ noBtn.down = onCancel;
+ noText.down = onCancel;
+ })();
};
homeButtonText.down = homeButton.down;
var gamePaused = false;
gameControlButton.down = function () {