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ilk kartı açtıktan sonra 15 saniyelik bi cooldown başlat ekranın altında bir çemberin içinde geriye doğru saysın saniye bittiğinde soru ekranı gelsin
User prompt
eğer 15 saniyede kartları açmazsak soru ekranına geçsin
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kartlar 15 saniye sonra silinsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
oyun baştan başladığında uyarı yazıları üst üste biniyor bunu düzelt
User prompt
kartlar kendi kendine açılmasın ben tıklayarak açayım
User prompt
Set your font style and size before drawing the text. Measure the width of the text using measureText() to calculate how wide it is. Center the text horizontally by subtracting half of the text width from half of the canvas width. Position the text near the top by choosing a small Y-coordinate value (e.g., 40 pixels from the top). Draw the text using fillText() with the calculated X and Y coordinates. This ensures your text is perfectly centered at the top of the canvas.
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If the text is supposed to show just once, avoid putting it inside a loop. Instead, draw it only after a specific event (like after drawing cards).
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Each time you update the screen (e.g., in an animation loop), you need to clear the previous frame. Otherwise, text and graphics will stack on top of each other.
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Clear the canvas before drawing anything new. Each time you update the screen (e.g., in an animation loop), you need to clear the previous frame. Otherwise, text and graphics will stack on top of each other. Use this line at the beginning of your draw/update function: javascript Kopyala Düzenle ctx.clearRect(0, 0, canvas.width, canvas.height); This clears the entire canvas before drawing new content. Example of a clean draw function: javascript Kopyala Düzenle function draw() { // Clear the canvas ctx.clearRect(0, 0, canvas.width, canvas.height); // Draw updated content ctx.font = "24px Arial"; ctx.fillStyle = "black"; ctx.fillText("Round 1: Memorize the cards!", 50, 50); // Continue animation requestAnimationFrame(draw); } draw(); // Start the drawing loop Only draw text when needed. If the text is supposed to show just once, avoid putting it inside a loop. Instead, draw it only after a specific event (like after drawing cards).
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'call')' in or related to this line: 'Button.prototype.down.call(this);' Line Number: 255
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'call')' in or related to this line: 'Button.prototype.down.call(this);' Line Number: 255
Code edit (1 edits merged)
Please save this source code
User prompt
Mind Deck - 2D Memory Trial
Initial prompt
🎮 Game Title: Mind Deck – 2D Memory Trial Genre: Puzzle / Memory Challenge Perspective: 2D (Top-down or Center-focused UI) Platform: Web/Desktop/Mobile 🃏 Concept Overview In a clean, minimalist 2D interface, the player is presented with a magical deck of 52 uniquely numbered cards (1–52). Each game starts with a shuffle, ensuring a new challenge every time. The goal is simple: Draw 4 cards. Memorize them. Answer correctly. Survive. But with each round, the challenge grows sharper. 🔄 Game Flow (2D UI Logic) Deck Placement Bottom-right of the screen (fixed position) Card deck is stylized but simple — maybe a glowing outline or a pulsing animation. Card Drawing Animation When the player clicks the deck, cards float one by one to the center of the screen. Each card shows its number clearly (e.g., a white number in a colored circle or card shape). Cards stay for 10 seconds, then fade out or drop off-screen. Challenge Phase A black semi-transparent overlay appears with the question: “What is the total sum of the numbers on the cards you just saw?” The player types the answer in a simple input box and confirms. Result Feedback Correct: Smooth transition to next round; deck reactivates with 4 new cards. Incorrect: "Game Over" screen appears with the option to restart. 🎯 Round Progression Round 1–3: Standard timing (10 seconds), 4 cards per round. Round 4–6: Timer drops to 7 seconds. Occasional distraction appears (like flickering background). Round 7–9: Cards might flip briefly, change positions, or slightly rotate. Round 10–13: Quick flashes, visual distortions, card count may vary (e.g., 5 cards). 🎁 Power-ups (Optional for 2D UI) You could add simple icons at the top-left to indicate available abilities: Memory Freeze: Pause the timer for 3 extra seconds (1 use per game). Hint: Re-show one card for a split second (after guessing). 🎨 2D Art Style Suggestion Flat design with clean lines and bold colors. Subtle glow effects for the deck and cards. Background music: low, ambient tones that build tension gradually.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { highScore: 0, currentLevel: 1 }); /**** * Classes ****/ var Button = Container.expand(function (text) { var self = Container.call(this); self.background = self.attachAsset('button', { anchorX: 0.5, anchorY: 0.5 }); self.label = new Text2(text || "Button", { size: 50, fill: 0xFFFFFF }); self.label.anchor.set(0.5, 0.5); self.addChild(self.label); // Set interactive self.interactive = true; return self; }); // Define prototype methods for Button var Card = Container.expand(function (cardNumber) { var self = Container.call(this); self.cardNumber = cardNumber || 0; self.revealed = false; self.matched = false; self.canFlip = false; // Flag to control when cards can be flipped // Card back (shown initially) self.back = self.attachAsset('cardBack', { anchorX: 0.5, anchorY: 0.5 }); // Card front (shown when flipped) self.front = self.attachAsset('cardFront', { anchorX: 0.5, anchorY: 0.5, visible: false }); // Card number text self.numberText = new Text2(self.cardNumber.toString(), { size: 100, fill: 0x000000 }); self.numberText.anchor.set(0.5, 0.5); self.numberText.visible = false; self.addChild(self.numberText); // Make card interactive self.interactive = true; // Set size based on the card self.width = self.back.width; self.height = self.back.height; // Flip card to show front self.showFront = function () { if (!self.revealed) { self.back.visible = false; self.front.visible = true; self.numberText.visible = true; self.revealed = true; LK.getSound('flip').play(); } }; // Flip card to show back self.showBack = function () { if (self.revealed) { self.back.visible = true; self.front.visible = false; self.numberText.visible = false; self.revealed = false; } }; self.down = function (x, y, obj) { // Handle card click if (gameState.gamePhase === "memorize" && self.canFlip) { if (!self.revealed) { self.showFront(); } else { self.showBack(); } } }; return self; }); var QuestionDisplay = Container.expand(function () { var self = Container.call(this); self.questionText = new Text2("", { size: 60, fill: 0xFFFFFF }); // Set anchor to center for proper horizontal centering self.questionText.anchor.set(0.5, 0.5); self.addChild(self.questionText); self.setQuestion = function (question) { // Set the text content self.questionText.setText(question); // Reset position to ensure it's centered self.questionText.x = 0; self.questionText.y = 0; }; return self; }); /**** * Initialize Game ****/ // Define prototype methods for Button var game = new LK.Game({ backgroundColor: 0x1A1A2E }); /**** * Game Code ****/ // Define prototype methods for Button // Game configuration Button.prototype.over = function () { tween(this.background, { scaleX: 1.05, scaleY: 1.05 }, { duration: 100 }); }; Button.prototype.out = function () { tween(this.background, { scaleX: 1, scaleY: 1 }, { duration: 100 }); }; Button.prototype.down = function () { tween(this.background, { scaleX: 0.95, scaleY: 0.95 }, { duration: 100 }); }; Button.prototype.up = function () { tween(this.background, { scaleX: 1, scaleY: 1 }, { duration: 100 }); }; var config = { totalCards: 52, cardsPerRound: 4, initialViewTime: 5000, // 5 seconds to view cards initially viewTimeDecrement: 500, // Reduced by 500ms each level minViewTime: 1000, // Minimum viewing time of 1 second questionTypes: ["highestCard", "lowestCard", "sumOfCards", "specificPosition"] }; // Game state var gameState = { level: storage.currentLevel || 1, score: 0, highScore: storage.highScore || 0, currentDeck: [], selectedCards: [], currentQuestion: "", currentAnswer: null, gamePhase: "ready", // ready, memorize, question, result viewTime: config.initialViewTime }; // Game elements var cards = []; var buttons = []; var questionDisplay; var overlay; var scoreText; var levelText; var messageText; // Initialize the game function initGame() { // Create deck createDeck(); // Create UI elements createUI(); // Play background music LK.playMusic('bgmusic'); // Show welcome screen showWelcomeScreen(); } // Create the full deck of cards function createDeck() { gameState.currentDeck = []; for (var i = 1; i <= config.totalCards; i++) { gameState.currentDeck.push(i); } } // Create UI elements function createUI() { // Create overlay for transitions overlay = LK.getAsset('overlay', { anchorX: 0.5, anchorY: 0.5, alpha: 0 }); overlay.x = 2048 / 2; overlay.y = 2732 / 2; game.addChild(overlay); // Create score display scoreText = new Text2("Score: 0", { size: 50, fill: 0xFFFFFF }); scoreText.anchor.set(0, 0); scoreText.x = 50; scoreText.y = 50; LK.gui.addChild(scoreText); // Create level display levelText = new Text2("Level: 1", { size: 50, fill: 0xFFFFFF }); levelText.anchor.set(1, 0); levelText.x = 2048 - 50; levelText.y = 50; LK.gui.addChild(levelText); // Create message text messageText = new Text2("", { size: 70, fill: 0xFFFFFF }); // Set anchor to center for proper horizontal centering messageText.anchor.set(0.5, 0.5); // Position text in the center horizontally and near the top messageText.x = 2048 / 2; messageText.y = 400; LK.gui.addChild(messageText); // Create question display questionDisplay = new QuestionDisplay(); questionDisplay.x = 2048 / 2; questionDisplay.y = 800; game.addChild(questionDisplay); questionDisplay.visible = false; } // Show welcome screen function showWelcomeScreen() { // Clear any previous message messageText.setText(""); // Create title text with proper size and center it messageText.setText("Mind Deck\nTest your memory!"); // Calculate the position for perfect centering near the top messageText.y = 300; // Create start button var startButton = new Button("Start Game"); startButton.x = 2048 / 2; startButton.y = 1200; game.addChild(startButton); startButton.down = function () { Button.prototype.down.call(this); }; startButton.up = function () { Button.prototype.up.call(this); game.removeChild(startButton); startGame(); }; // Update UI updateUI(); } // Start a new game function startGame() { // Reset game state if needed resetRound(); // Start the first round startRound(); } // Reset the current round function resetRound() { // Clear previous cards for (var i = 0; i < cards.length; i++) { if (cards[i].parent) { cards[i].parent.removeChild(cards[i]); } } cards = []; // Clear previous buttons for (var j = 0; j < buttons.length; j++) { if (buttons[j].parent) { buttons[j].parent.removeChild(buttons[j]); } } buttons = []; // Reset game phase gameState.gamePhase = "ready"; // Calculate view time based on level gameState.viewTime = Math.max(config.initialViewTime - (gameState.level - 1) * config.viewTimeDecrement, config.minViewTime); // Clear message text messageText.setText(""); // Hide question display questionDisplay.visible = false; // Update UI updateUI(); } // Start a new round function startRound() { // Clear any previous messages messageText.setText(""); // Set new message messageText.setText("Get Ready!"); // Fade in tween(overlay, { alpha: 0 }, { duration: 500, onFinish: function onFinish() { // Draw cards for this round drawCards(); // Show cards after a short delay LK.setTimeout(function () { messageText.setText("Memorize the cards!"); showCards(); }, 1000); } }); } // Draw cards for the round function drawCards() { // Shuffle the deck shuffleDeck(); // Select cards for this round gameState.selectedCards = gameState.currentDeck.slice(0, config.cardsPerRound); // Create card objects var cardWidth = 300; var spacing = 50; var totalWidth = cardWidth * config.cardsPerRound + spacing * (config.cardsPerRound - 1); var startX = (2048 - totalWidth) / 2 + cardWidth / 2; for (var i = 0; i < config.cardsPerRound; i++) { var card = new Card(gameState.selectedCards[i]); card.x = startX + i * (cardWidth + spacing); card.y = 1200; game.addChild(card); cards.push(card); } } // Show cards to memorize function showCards() { gameState.gamePhase = "memorize"; // Make cards clickable for (var i = 0; i < cards.length; i++) { cards[i].canFlip = true; } // Show message to tell player to click cards messageText.setText("Click on cards to reveal them!\nCards will disappear in 15 seconds"); // Play flip sound LK.getSound('flip').play(); // Set timer to hide cards and ask question LK.setTimeout(function () { hideCards(); }, gameState.viewTime); // Timer for cards to disappear after 15 seconds LK.setTimeout(function () { // Remove cards from game for (var i = 0; i < cards.length; i++) { // Create fade out animation for each card tween(cards[i], { alpha: 0 }, { duration: 500, onFinish: function onFinish() { // After animation is complete, ensure cards are removed from game for (var j = 0; j < cards.length; j++) { if (cards[j].parent) { cards[j].parent.removeChild(cards[j]); } } } }); } // Update message to inform player messageText.setText("Time's up! Answer the question from memory"); // Automatically transition to question screen if no cards were flipped hideCards(); generateQuestion(); }, 15000); // 15 seconds } // Hide cards and prepare question function hideCards() { // Disable card flipping for (var i = 0; i < cards.length; i++) { cards[i].canFlip = false; cards[i].showBack(); } // Play flip sound LK.getSound('flip').play(); // Generate and display question generateQuestion(); } // Generate a question about the cards function generateQuestion() { gameState.gamePhase = "question"; // Choose random question type var questionType = config.questionTypes[Math.floor(Math.random() * config.questionTypes.length)]; switch (questionType) { case "highestCard": gameState.currentQuestion = "What was the highest card?"; gameState.currentAnswer = Math.max.apply(null, gameState.selectedCards); createAnswerButtons(gameState.currentAnswer); break; case "lowestCard": gameState.currentQuestion = "What was the lowest card?"; gameState.currentAnswer = Math.min.apply(null, gameState.selectedCards); createAnswerButtons(gameState.currentAnswer); break; case "sumOfCards": gameState.currentQuestion = "What was the sum of all cards?"; var sum = 0; for (var i = 0; i < gameState.selectedCards.length; i++) { sum += gameState.selectedCards[i]; } gameState.currentAnswer = sum; createAnswerButtons(gameState.currentAnswer); break; case "specificPosition": var position = Math.floor(Math.random() * config.cardsPerRound); var positionNames = ["first", "second", "third", "fourth"]; gameState.currentQuestion = "What was the " + positionNames[position] + " card?"; gameState.currentAnswer = gameState.selectedCards[position]; createAnswerButtons(gameState.currentAnswer); break; } // Show question questionDisplay.setQuestion(gameState.currentQuestion); questionDisplay.visible = true; messageText.setText("Answer the question:"); } // Create answer buttons function createAnswerButtons(correctAnswer) { // Generate wrong answers var answers = [correctAnswer]; while (answers.length < 4) { var wrongAnswer; // Generate a reasonable wrong answer based on correct answer if (correctAnswer <= 10) { wrongAnswer = Math.floor(Math.random() * 20) + 1; } else if (correctAnswer <= 52) { wrongAnswer = Math.floor(Math.random() * 52) + 1; } else { // For sums or other large numbers var variance = Math.floor(correctAnswer * 0.3); wrongAnswer = correctAnswer + Math.floor(Math.random() * variance * 2) - variance; wrongAnswer = Math.max(1, wrongAnswer); } // Make sure we don't add duplicates if (answers.indexOf(wrongAnswer) === -1) { answers.push(wrongAnswer); } } // Shuffle answers shuffleArray(answers); // Create buttons var buttonWidth = 400; var spacing = 50; var totalWidth = buttonWidth * 2 + spacing; var startX = (2048 - totalWidth) / 2 + buttonWidth / 2; for (var i = 0; i < answers.length; i++) { var button = new Button(answers[i].toString()); // Position buttons in a 2x2 grid var row = Math.floor(i / 2); var col = i % 2; button.x = startX + col * (buttonWidth + spacing); button.y = 1500 + row * 150; // Store the answer value button.answerValue = answers[i]; // Set up button handlers button.down = function () { Button.prototype.down.call(this); }; button.up = function () { Button.prototype.up.call(this); checkAnswer(this.answerValue); }; game.addChild(button); buttons.push(button); } } // Check if the answer is correct function checkAnswer(answer) { gameState.gamePhase = "result"; // Hide question questionDisplay.visible = false; // Check if correct if (answer === gameState.currentAnswer) { // Correct answer! messageText.setText("Correct!"); // Update score gameState.score += gameState.level * 10; // Play correct sound LK.getSound('correct').play(); // Move to next level after delay LK.setTimeout(function () { gameState.level++; storage.currentLevel = gameState.level; // Update high score if needed if (gameState.score > gameState.highScore) { gameState.highScore = gameState.score; storage.highScore = gameState.highScore; } // Play level up sound LK.getSound('levelUp').play(); // Start next round resetRound(); startRound(); }, 1500); } else { // Wrong answer messageText.setText("Wrong! The correct answer was " + gameState.currentAnswer); // Play wrong sound LK.getSound('wrong').play(); // Show game over after delay LK.setTimeout(function () { LK.showGameOver(); }, 2000); } // Update UI updateUI(); } // Update UI elements function updateUI() { scoreText.setText("Score: " + gameState.score); levelText.setText("Level: " + gameState.level); } // Shuffle the deck function shuffleDeck() { shuffleArray(gameState.currentDeck); } // Fisher-Yates shuffle algorithm function shuffleArray(array) { for (var i = array.length - 1; i > 0; i--) { var j = Math.floor(Math.random() * (i + 1)); var temp = array[i]; array[i] = array[j]; array[j] = temp; } return array; } // Game update loop game.update = function () { // Any per-frame updates go here }; // Handle drag and drop game.down = function (x, y, obj) { // Nothing needed for this game }; game.up = function (x, y, obj) { // Nothing needed for this game }; game.move = function (x, y, obj) { // Nothing needed for this game }; // Initialize the game initGame();
===================================================================
--- original.js
+++ change.js
@@ -383,8 +383,11 @@
});
}
// Update message to inform player
messageText.setText("Time's up! Answer the question from memory");
+ // Automatically transition to question screen if no cards were flipped
+ hideCards();
+ generateQuestion();
}, 15000); // 15 seconds
}
// Hide cards and prepare question
function hideCards() {