User prompt
Play button automatically resets coin count.
User prompt
Play button automatically send player to 1st level.
User prompt
First level has 4 tiles.
User prompt
Keep tile symbol colors to the main color wheel: red, orange, yellow, green, blue, and purple.
User prompt
Create 50 different tile symbols to match.
User prompt
Please fix the bug: 'Timeout.tick error: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'storage.savedGames = flattenedSavedGames;' Line Number: 677 āŖš” Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'Timeout.tick error: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'storage.savedGames = savedGames;' Line Number: 663 āŖš” Consider importing and using the following plugins: @upit/storage.v1
User prompt
fix
User prompt
Create system to all players to advance to next level after they complete the current one.
User prompt
Please fix the bug: 'Timeout.tick error: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'savedGames.unshift(gameData);' Line Number: 617 āŖš” Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'Timeout.tick error: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'savedGames.unshift(gameData);' Line Number: 615 āŖš” Consider importing and using the following plugins: @upit/storage.v1
User prompt
Create more title symbol designs for players to match.
User prompt
Saved games automatically save the latest five games the player played, whether they passed or failed. āŖš” Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'savedGames[slotIndex] = gameData;' Line Number: 585 āŖš” Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'setText')' in or related to this line: 'slotBtn.setText('Slot ' + (slotIndex + 1) + ' - Level ' + gameData.level + ' (' + gameData.coins + ' coins)');' Line Number: 589 āŖš” Consider importing and using the following plugins: @upit/storage.v1
User prompt
First level has 4 tiles.
User prompt
The play button automatically sends player to level 1. āŖš” Consider importing and using the following plugins: @upit/storage.v1
User prompt
The save button allows players to choose any of the five previously saved games. āŖš” Consider importing and using the following plugins: @upit/storage.v1
User prompt
Create a menu screen
User prompt
Create a menu screen with multiple languages, play, and save buttons. The save button allows players to choose any of the five previously saved games. āŖš” Consider importing and using the following plugins: @upit/storage.v1
User prompt
Create a system that automatically saves players' levels even if they pass or fail. āŖš” Consider importing and using the following plugins: @upit/storage.v1
User prompt
Add a skip button option for the level. Cost 100 coins. āŖš” Consider importing and using the following plugins: @upit/storage.v1
User prompt
Create system to all players to advance to next level after they complete the current one.
User prompt
Create a system where coins are used to purchase bombs (deletes six titles), a lightbulb (shows one matching pair), a clock (adds 5 minutes) and a timer (adds 1 minute). āŖš” Consider importing and using the following plugins: @upit/storage.v1
User prompt
Total levels are 500
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Card = Container.expand(function (symbolType) { var self = Container.call(this); self.symbolType = symbolType; self.isFlipped = false; self.isMatched = false; self.canFlip = true; // Card back (always visible when not flipped) var cardBack = self.attachAsset('cardBack', { anchorX: 0.5, anchorY: 0.5 }); // Card front (white background) var cardFront = self.attachAsset('cardFront', { anchorX: 0.5, anchorY: 0.5, alpha: 0 }); // Symbol on the card var symbol = self.attachAsset('symbol' + symbolType, { anchorX: 0.5, anchorY: 0.5, alpha: 0 }); self.flip = function () { if (!self.canFlip || self.isMatched) return; LK.getSound('cardFlip').play(); self.isFlipped = !self.isFlipped; if (self.isFlipped) { // Show front and symbol tween(cardFront, { alpha: 1 }, { duration: 200 }); tween(symbol, { alpha: 1 }, { duration: 200 }); } else { // Hide front and symbol tween(cardFront, { alpha: 0 }, { duration: 200 }); tween(symbol, { alpha: 0 }, { duration: 200 }); } }; self.setMatched = function () { self.isMatched = true; self.canFlip = false; // Add a subtle scale effect for matched cards tween(self, { scaleX: 1.1, scaleY: 1.1 }, { duration: 300, easing: tween.easeOut }); }; self.down = function (x, y, obj) { if (self.canFlip && !self.isFlipped && !self.isMatched) { handleCardTap(self); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2c3e50 }); /**** * Game Code ****/ // Game variables var cards = []; var flippedCards = []; var moves = 0; var startTime = Date.now(); var gameCompleted = false; var canFlipCards = true; var currentLevel = 1; var gameStartTime = Date.now(); var LEVEL_TIME_LIMIT = 120; // 2 minutes in seconds var MOVE_LIMIT = 15; var gameOver = false; // Grid configuration var GRID_COLS = 4; var GRID_ROWS = 4; var CARD_SIZE = 200; var CARD_SPACING = 20; // UI elements var movesTxt = new Text2('Moves: 0', { size: 60, fill: 0xFFFFFF }); movesTxt.anchor.set(0.5, 0); LK.gui.top.addChild(movesTxt); movesTxt.y = 100; var timerTxt = new Text2('Time: 0:00', { size: 60, fill: 0xFFFFFF }); timerTxt.anchor.set(0.5, 0); LK.gui.top.addChild(timerTxt); timerTxt.y = 180; // Initialize coins from storage var coins = storage.coins || 0; var coinsTxt = new Text2('Coins: ' + coins, { size: 60, fill: 0xFFD700 }); coinsTxt.anchor.set(0.5, 0); LK.gui.top.addChild(coinsTxt); coinsTxt.y = 260; var levelTxt = new Text2('Level: ' + currentLevel, { size: 60, fill: 0xFFFFFF }); levelTxt.anchor.set(0.5, 0); LK.gui.top.addChild(levelTxt); levelTxt.y = 340; // Create card types array based on level (4 tiles for first level + 6 tiles per additional level) var totalTiles = 4 + (currentLevel - 1) * 6; // 4 base tiles + 6 per level var pairCount = totalTiles / 2; var cardTypes = []; for (var i = 1; i <= pairCount; i++) { var symbolIndex = (i - 1) % 8 + 1; // Cycle through available symbols cardTypes.push(symbolIndex); cardTypes.push(symbolIndex); // Add pair } // Shuffle function 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; } // Initialize cards function initializeCards() { var shuffledTypes = shuffleArray(cardTypes); // Calculate dynamic grid size based on total tiles var totalTiles = cardTypes.length; GRID_COLS = Math.ceil(Math.sqrt(totalTiles)); GRID_ROWS = Math.ceil(totalTiles / GRID_COLS); // Adjust card size based on grid size if (totalTiles > 16) { CARD_SIZE = Math.max(120, 200 - (totalTiles - 16) * 5); CARD_SPACING = Math.max(10, 20 - (totalTiles - 16) * 1); } // Calculate grid positioning var gridWidth = GRID_COLS * CARD_SIZE + (GRID_COLS - 1) * CARD_SPACING; var gridHeight = GRID_ROWS * CARD_SIZE + (GRID_ROWS - 1) * CARD_SPACING; var startX = (2048 - gridWidth) / 2 + CARD_SIZE / 2; var startY = (2732 - gridHeight) / 2 + CARD_SIZE / 2; for (var i = 0; i < totalTiles; i++) { var row = Math.floor(i / GRID_COLS); var col = i % GRID_COLS; var card = new Card(shuffledTypes[i]); card.x = startX + col * (CARD_SIZE + CARD_SPACING); card.y = startY + row * (CARD_SIZE + CARD_SPACING); cards.push(card); game.addChild(card); } } // Handle card tap function handleCardTap(card) { if (!canFlipCards || flippedCards.length >= 2 || gameOver) return; card.flip(); flippedCards.push(card); if (flippedCards.length === 2) { moves++; movesTxt.setText('Moves: ' + moves); // Check if move limit exceeded if (moves >= MOVE_LIMIT) { gameOver = true; LK.setTimeout(function () { LK.showGameOver(); }, 1000); return; } canFlipCards = false; // Check for match after a short delay LK.setTimeout(function () { checkForMatch(); }, 1000); } } // Check if two flipped cards match function checkForMatch() { var card1 = flippedCards[0]; var card2 = flippedCards[1]; if (card1.symbolType === card2.symbolType) { // Match found LK.getSound('match').play(); card1.setMatched(); card2.setMatched(); // Award 5 coins for matching pair coins += 5; storage.coins = coins; coinsTxt.setText('Coins: ' + coins); // Check if game is complete var matchedCount = 0; for (var i = 0; i < cards.length; i++) { if (cards[i].isMatched) { matchedCount++; } } if (matchedCount === cards.length) { gameCompleted = true; // Check if we've completed all 500 levels if (currentLevel >= 500) { // Show you win when all levels are completed LK.setTimeout(function () { LK.showYouWin(); }, 1000); } else { currentLevel++; levelTxt.setText('Level: ' + currentLevel); // Reset for next level LK.setTimeout(function () { resetLevel(); }, 1000); } } } else { // No match LK.getSound('noMatch').play(); card1.flip(); card2.flip(); } flippedCards = []; canFlipCards = true; } // Reset level for progression function resetLevel() { // Clear existing cards for (var i = 0; i < cards.length; i++) { cards[i].destroy(); } cards = []; flippedCards = []; moves = 0; gameCompleted = false; canFlipCards = true; gameOver = false; gameStartTime = Date.now(); startTime = Date.now(); // Update UI movesTxt.setText('Moves: 0'); timerTxt.setText('Time: 0:00'); // Recreate card types for new level var totalTiles = 4 + (currentLevel - 1) * 6; var pairCount = totalTiles / 2; cardTypes = []; for (var i = 1; i <= pairCount; i++) { var symbolIndex = (i - 1) % 8 + 1; cardTypes.push(symbolIndex); cardTypes.push(symbolIndex); } // Initialize new cards initializeCards(); } // Format time display function formatTime(seconds) { var minutes = Math.floor(seconds / 60); var remainingSeconds = seconds % 60; return minutes + ':' + (remainingSeconds < 10 ? '0' : '') + remainingSeconds; } // Initialize the game initializeCards(); // Main game update loop game.update = function () { // Update timer if (!gameCompleted && !gameOver) { var elapsedTime = Math.floor((Date.now() - gameStartTime) / 1000); var remainingTime = Math.max(0, LEVEL_TIME_LIMIT - elapsedTime); timerTxt.setText('Time: ' + formatTime(remainingTime)); // Check if time is up if (remainingTime <= 0) { gameOver = true; LK.showGameOver(); } } };
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var Card = Container.expand(function (symbolType) {
var self = Container.call(this);
self.symbolType = symbolType;
self.isFlipped = false;
self.isMatched = false;
self.canFlip = true;
// Card back (always visible when not flipped)
var cardBack = self.attachAsset('cardBack', {
anchorX: 0.5,
anchorY: 0.5
});
// Card front (white background)
var cardFront = self.attachAsset('cardFront', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0
});
// Symbol on the card
var symbol = self.attachAsset('symbol' + symbolType, {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0
});
self.flip = function () {
if (!self.canFlip || self.isMatched) return;
LK.getSound('cardFlip').play();
self.isFlipped = !self.isFlipped;
if (self.isFlipped) {
// Show front and symbol
tween(cardFront, {
alpha: 1
}, {
duration: 200
});
tween(symbol, {
alpha: 1
}, {
duration: 200
});
} else {
// Hide front and symbol
tween(cardFront, {
alpha: 0
}, {
duration: 200
});
tween(symbol, {
alpha: 0
}, {
duration: 200
});
}
};
self.setMatched = function () {
self.isMatched = true;
self.canFlip = false;
// Add a subtle scale effect for matched cards
tween(self, {
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 300,
easing: tween.easeOut
});
};
self.down = function (x, y, obj) {
if (self.canFlip && !self.isFlipped && !self.isMatched) {
handleCardTap(self);
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x2c3e50
});
/****
* Game Code
****/
// Game variables
var cards = [];
var flippedCards = [];
var moves = 0;
var startTime = Date.now();
var gameCompleted = false;
var canFlipCards = true;
var currentLevel = 1;
var gameStartTime = Date.now();
var LEVEL_TIME_LIMIT = 120; // 2 minutes in seconds
var MOVE_LIMIT = 15;
var gameOver = false;
// Grid configuration
var GRID_COLS = 4;
var GRID_ROWS = 4;
var CARD_SIZE = 200;
var CARD_SPACING = 20;
// UI elements
var movesTxt = new Text2('Moves: 0', {
size: 60,
fill: 0xFFFFFF
});
movesTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(movesTxt);
movesTxt.y = 100;
var timerTxt = new Text2('Time: 0:00', {
size: 60,
fill: 0xFFFFFF
});
timerTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(timerTxt);
timerTxt.y = 180;
// Initialize coins from storage
var coins = storage.coins || 0;
var coinsTxt = new Text2('Coins: ' + coins, {
size: 60,
fill: 0xFFD700
});
coinsTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(coinsTxt);
coinsTxt.y = 260;
var levelTxt = new Text2('Level: ' + currentLevel, {
size: 60,
fill: 0xFFFFFF
});
levelTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(levelTxt);
levelTxt.y = 340;
// Create card types array based on level (4 tiles for first level + 6 tiles per additional level)
var totalTiles = 4 + (currentLevel - 1) * 6; // 4 base tiles + 6 per level
var pairCount = totalTiles / 2;
var cardTypes = [];
for (var i = 1; i <= pairCount; i++) {
var symbolIndex = (i - 1) % 8 + 1; // Cycle through available symbols
cardTypes.push(symbolIndex);
cardTypes.push(symbolIndex); // Add pair
}
// Shuffle function
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;
}
// Initialize cards
function initializeCards() {
var shuffledTypes = shuffleArray(cardTypes);
// Calculate dynamic grid size based on total tiles
var totalTiles = cardTypes.length;
GRID_COLS = Math.ceil(Math.sqrt(totalTiles));
GRID_ROWS = Math.ceil(totalTiles / GRID_COLS);
// Adjust card size based on grid size
if (totalTiles > 16) {
CARD_SIZE = Math.max(120, 200 - (totalTiles - 16) * 5);
CARD_SPACING = Math.max(10, 20 - (totalTiles - 16) * 1);
}
// Calculate grid positioning
var gridWidth = GRID_COLS * CARD_SIZE + (GRID_COLS - 1) * CARD_SPACING;
var gridHeight = GRID_ROWS * CARD_SIZE + (GRID_ROWS - 1) * CARD_SPACING;
var startX = (2048 - gridWidth) / 2 + CARD_SIZE / 2;
var startY = (2732 - gridHeight) / 2 + CARD_SIZE / 2;
for (var i = 0; i < totalTiles; i++) {
var row = Math.floor(i / GRID_COLS);
var col = i % GRID_COLS;
var card = new Card(shuffledTypes[i]);
card.x = startX + col * (CARD_SIZE + CARD_SPACING);
card.y = startY + row * (CARD_SIZE + CARD_SPACING);
cards.push(card);
game.addChild(card);
}
}
// Handle card tap
function handleCardTap(card) {
if (!canFlipCards || flippedCards.length >= 2 || gameOver) return;
card.flip();
flippedCards.push(card);
if (flippedCards.length === 2) {
moves++;
movesTxt.setText('Moves: ' + moves);
// Check if move limit exceeded
if (moves >= MOVE_LIMIT) {
gameOver = true;
LK.setTimeout(function () {
LK.showGameOver();
}, 1000);
return;
}
canFlipCards = false;
// Check for match after a short delay
LK.setTimeout(function () {
checkForMatch();
}, 1000);
}
}
// Check if two flipped cards match
function checkForMatch() {
var card1 = flippedCards[0];
var card2 = flippedCards[1];
if (card1.symbolType === card2.symbolType) {
// Match found
LK.getSound('match').play();
card1.setMatched();
card2.setMatched();
// Award 5 coins for matching pair
coins += 5;
storage.coins = coins;
coinsTxt.setText('Coins: ' + coins);
// Check if game is complete
var matchedCount = 0;
for (var i = 0; i < cards.length; i++) {
if (cards[i].isMatched) {
matchedCount++;
}
}
if (matchedCount === cards.length) {
gameCompleted = true;
// Check if we've completed all 500 levels
if (currentLevel >= 500) {
// Show you win when all levels are completed
LK.setTimeout(function () {
LK.showYouWin();
}, 1000);
} else {
currentLevel++;
levelTxt.setText('Level: ' + currentLevel);
// Reset for next level
LK.setTimeout(function () {
resetLevel();
}, 1000);
}
}
} else {
// No match
LK.getSound('noMatch').play();
card1.flip();
card2.flip();
}
flippedCards = [];
canFlipCards = true;
}
// Reset level for progression
function resetLevel() {
// Clear existing cards
for (var i = 0; i < cards.length; i++) {
cards[i].destroy();
}
cards = [];
flippedCards = [];
moves = 0;
gameCompleted = false;
canFlipCards = true;
gameOver = false;
gameStartTime = Date.now();
startTime = Date.now();
// Update UI
movesTxt.setText('Moves: 0');
timerTxt.setText('Time: 0:00');
// Recreate card types for new level
var totalTiles = 4 + (currentLevel - 1) * 6;
var pairCount = totalTiles / 2;
cardTypes = [];
for (var i = 1; i <= pairCount; i++) {
var symbolIndex = (i - 1) % 8 + 1;
cardTypes.push(symbolIndex);
cardTypes.push(symbolIndex);
}
// Initialize new cards
initializeCards();
}
// Format time display
function formatTime(seconds) {
var minutes = Math.floor(seconds / 60);
var remainingSeconds = seconds % 60;
return minutes + ':' + (remainingSeconds < 10 ? '0' : '') + remainingSeconds;
}
// Initialize the game
initializeCards();
// Main game update loop
game.update = function () {
// Update timer
if (!gameCompleted && !gameOver) {
var elapsedTime = Math.floor((Date.now() - gameStartTime) / 1000);
var remainingTime = Math.max(0, LEVEL_TIME_LIMIT - elapsedTime);
timerTxt.setText('Time: ' + formatTime(remainingTime));
// Check if time is up
if (remainingTime <= 0) {
gameOver = true;
LK.showGameOver();
}
}
};