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After each correct answer, the game should smoothly continue to the next round by resetting the canvas, updating the game state, clearing any old timers, generating new cards, and displaying the new question without overlaps or delays. Can you help me fix this flow?"
User prompt
each time the player answers correctly, reset the canvas by calling ctx.clearRect(0, 0, canvas.width, canvas.height); before drawing the next set of cards or the next question. Make sure this reset happens at the start of every new round, so nothing from the previous round remains on screen." Additionally, you should: Update the game state properly (e.g., move to nextRound or showQuestion). Clear any timers or intervals that might be repeating text drawing. Draw only what is needed for the current round after clearing.
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Before displaying the next question, use ctx.clearRect(0, 0, canvas.width, canvas.height); to clear the entire canvas. Then, draw only the new question text. This will remove the previous question from the screen."
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score tabelasını kaldır
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score ve level tabelası üst üste biniyor onu düzelt
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oyun yeniden başladığında score ve level tabelası sıfırlansın
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soruyu doğru bilince skor tabelası ve level güncellenmiyor baştan başlıyor onu düzelt
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doğru cevabı verdikten sonra 2. aşamaya geçince cooldown olmadan ve kartlara tıklamadan soruya geçiyor bunu düzelt
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wrong the correct answer was yazısı ekranda 1 saniye kalsın sonra silinsin
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wrong answer yazısı yeni oyun başladığında ekranda kalmaya devam ediyor . yeni oyun başladığında silinsin
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click on cards to reval them yazısında 15 yazıyor onu 10 yap
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cooldown süresini 10 a düşür
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Ekranı her yeni çizimden önce temizle
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oyun tekrar başladığında ekranı yenile ve yazılar üst üste binmesin
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Please fix the bug: 'TypeError: LK.clearCanvas is not a function' in or related to this line: 'LK.clearCanvas();' Line Number: 280
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Before drawing any new text or elements on the canvas, use ctx.clearRect(0, 0, canvas.width, canvas.height); to clear the entire canvas and prevent overlapping from previous frames.
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kartlar aynı anda açılıyor tek tek tıklayarak açalım
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kartlara tıkladığımda arkadan öne dönme animasyonuyla gelsin
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tıklayınca çıkan yıldızlar için assets oluştur
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'toGlobal')' in or related to this line: 'var globalPos = obj.parent.toGlobal(localPos);' Line Number: 102
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kartlara tıkladığımda tıkladığım yerden etrafa yıldızlar sıçrasın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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arka plana kaplama yapmam için assets aç
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game over olduktan sonra oyun tekrar başlayınca yazılar üst üste biniyor onları her yeni oyunda yenile
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click on cards to reveal them , cards will disapper yazılarını daha sola çek çünkü ekrana sığmıyor
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sağ yukarda bilgi veren kelimeleri ortaya hizala
/**** * 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) { // Create star burst effect at click location var localPos = { x: x, y: y }; // Fix: use the clicked object's position directly since parent.toGlobal is causing an error var gamePos = { x: self.x, y: self.y }; // Create and track the particles var particles = createStarBurst(gamePos.x, gamePos.y); activeParticles.push(particles); if (!self.revealed) { self.showFront(); // Start the countdown timer when the first card is flipped if (!timerStarted) { timerStarted = true; countdownTimer.visible = true; countdownTimer.reset(); countdownTimer.start(); } } else { self.showBack(); } } }; return self; }); var CountdownTimer = Container.expand(function (duration) { var self = Container.call(this); // Create circle background self.circle = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, tint: 0x4CAF50 }); self.addChild(self.circle); // Create text for countdown self.timeText = new Text2("15", { size: 80, fill: 0xFFFFFF }); self.timeText.anchor.set(0.5, 0.5); self.addChild(self.timeText); // Timer properties self.duration = duration || 15; // Default 15 seconds self.timeRemaining = self.duration; self.active = false; self.timerInterval = null; // Start the countdown self.start = function () { if (self.active) return; self.active = true; self.timeRemaining = self.duration; self.updateDisplay(); self.timerInterval = LK.setInterval(function () { self.timeRemaining--; self.updateDisplay(); // Update circle scale based on time remaining var progress = self.timeRemaining / self.duration; self.circle.scale.set(progress); // Change color as time runs out if (self.timeRemaining <= 5) { self.circle.tint = 0xFF5252; // Red when time is running out } if (self.timeRemaining <= 0) { self.stop(); if (typeof self.onComplete === 'function') { self.onComplete(); } } }, 1000); }; // Stop the countdown self.stop = function () { if (!self.active) return; self.active = false; if (self.timerInterval) { LK.clearInterval(self.timerInterval); self.timerInterval = null; } }; // Reset the countdown self.reset = function () { self.stop(); self.timeRemaining = self.duration; self.updateDisplay(); self.circle.tint = 0x4CAF50; // Reset to green self.circle.scale.set(1); }; // Update the display self.updateDisplay = function () { self.timeText.setText(Math.max(0, self.timeRemaining).toString()); }; 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; }); var StarParticle = Container.expand(function () { var self = Container.call(this); // Create a star shape var star = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, tint: 0xFFD700, // Gold color scaleX: 0.2, scaleY: 0.2 }); self.addChild(star); // Set random properties for the particle self.vx = (Math.random() - 0.5) * 10; // Random x velocity self.vy = (Math.random() - 0.5) * 10; // Random y velocity self.lifespan = 30 + Math.random() * 60; // Random lifespan (0.5-1.5 seconds) // Update function for particle movement self.update = function () { // Move particle self.x += self.vx; self.y += self.vy; // Apply slight gravity self.vy += 0.1; // Decrease lifespan self.lifespan--; // Fade out as lifespan decreases self.alpha = self.lifespan / 90; // Remove when lifespan is over if (self.lifespan <= 0 && self.parent) { self.parent.removeChild(self); return true; // Return true to indicate particle should be removed } return false; // Particle should continue to exist }; 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; var countdownTimer; var timerStarted = false; // 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() { // Add background image var background = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5 }); background.x = 2048 / 2; background.y = 2732 / 2; game.addChild(background); // 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(0.5, 0); scoreText.x = 2048 / 2 - 200; scoreText.y = 50; LK.gui.addChild(scoreText); // Create level display levelText = new Text2("Level: 1", { size: 50, fill: 0xFFFFFF }); levelText.anchor.set(0.5, 0); levelText.x = 2048 / 2 + 200; 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; // Create countdown timer countdownTimer = new CountdownTimer(15); countdownTimer.x = 2048 / 2; countdownTimer.y = 2732 - 200; // Position at bottom of screen countdownTimer.visible = false; countdownTimer.onComplete = function () { hideCards(); generateQuestion(); }; game.addChild(countdownTimer); } // Show welcome screen function showWelcomeScreen() { // Clear UI elements to prevent text overlap on restart if (scoreText) LK.gui.removeChild(scoreText); if (levelText) LK.gui.removeChild(levelText); if (messageText) LK.gui.removeChild(messageText); // Recreate UI elements // Create score display scoreText = new Text2("Score: 0", { size: 50, fill: 0xFFFFFF }); scoreText.anchor.set(0.5, 0); scoreText.x = 2048 / 2 - 200; scoreText.y = 50; LK.gui.addChild(scoreText); // Create level display levelText = new Text2("Level: 1", { size: 50, fill: 0xFFFFFF }); levelText.anchor.set(0.5, 0); levelText.x = 2048 / 2 + 200; 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); // 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; // Reset timer state timerStarted = false; countdownTimer.reset(); countdownTimer.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"); // Move message to the left to fit on screen messageText.x = 2048 / 2 - 200; // Play flip sound LK.getSound('flip').play(); // Timer for cards to disappear after 15 seconds LK.setTimeout(function () { // Only execute this timeout if the timer hasn't been started (no cards flipped) if (!timerStarted) { // 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() { // Stop the countdown timer if it's running if (timerStarted) { countdownTimer.stop(); countdownTimer.visible = false; } // 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; } // Function to create a burst of stars at a specific position function createStarBurst(x, y) { var particles = []; var numParticles = 10 + Math.floor(Math.random() * 5); // 10-15 particles // Create particles for (var i = 0; i < numParticles; i++) { var particle = new StarParticle(); particle.x = x; particle.y = y; game.addChild(particle); particles.push(particle); } return particles; } // Array to store active particle systems var activeParticles = []; // Game update loop game.update = function () { // Update all active particles for (var i = activeParticles.length - 1; i >= 0; i--) { var particleSystem = activeParticles[i]; var removeCount = 0; for (var j = particleSystem.length - 1; j >= 0; j--) { var particle = particleSystem[j]; if (particle.update()) { particleSystem.splice(j, 1); removeCount++; } } // Remove empty particle systems if (particleSystem.length === 0) { activeParticles.splice(i, 1); } } }; // 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
@@ -83,10 +83,13 @@
var localPos = {
x: x,
y: y
};
- var globalPos = obj.parent.toGlobal(localPos);
- var gamePos = game.toLocal(globalPos);
+ // Fix: use the clicked object's position directly since parent.toGlobal is causing an error
+ var gamePos = {
+ x: self.x,
+ y: self.y
+ };
// Create and track the particles
var particles = createStarBurst(gamePos.x, gamePos.y);
activeParticles.push(particles);
if (!self.revealed) {