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 ↪💡 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 ↪💡 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 ↪💡 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 ↪💡 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. ↪💡 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 ↪💡 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 ↪💡 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. ↪💡 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. ↪💡 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. ↪💡 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. ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Add a skip button option for the level. Cost 100 coins. ↪💡 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). ↪💡 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 = storage.currentLevel || 1; var gameStartTime = Date.now(); var LEVEL_TIME_LIMIT = 120; // 2 minutes in seconds var MOVE_LIMIT = 15; var gameOver = false; var showMenu = true; // 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; // Power-up UI elements var bombTxt = new Text2('Bomb (10 coins)', { size: 40, fill: 0xFF6B6B }); bombTxt.anchor.set(0, 0); LK.gui.topLeft.addChild(bombTxt); bombTxt.x = 120; bombTxt.y = 100; var lightbulbTxt = new Text2('Hint (15 coins)', { size: 40, fill: 0xFFD700 }); lightbulbTxt.anchor.set(0, 0); LK.gui.topLeft.addChild(lightbulbTxt); lightbulbTxt.x = 120; lightbulbTxt.y = 160; var clockTxt = new Text2('Clock (20 coins)', { size: 40, fill: 0x4ECDC4 }); clockTxt.anchor.set(0, 0); LK.gui.topLeft.addChild(clockTxt); clockTxt.x = 120; clockTxt.y = 220; var timerPowerTxt = new Text2('Timer (5 coins)', { size: 40, fill: 0x96CEB4 }); timerPowerTxt.anchor.set(0, 0); LK.gui.topLeft.addChild(timerPowerTxt); timerPowerTxt.x = 120; timerPowerTxt.y = 280; var skipTxt = new Text2('Skip (100 coins)', { size: 40, fill: 0xFF9FF3 }); skipTxt.anchor.set(0, 0); LK.gui.topLeft.addChild(skipTxt); skipTxt.x = 120; skipTxt.y = 340; // Menu screen elements var menuContainer = new Container(); game.addChild(menuContainer); var titleTxt = new Text2('MEMORY MATCH', { size: 120, fill: 0xFFFFFF }); titleTxt.anchor.set(0.5, 0.5); titleTxt.x = 2048 / 2; titleTxt.y = 600; menuContainer.addChild(titleTxt); var levelInfoTxt = new Text2('Current Level: ' + currentLevel, { size: 80, fill: 0xFFD700 }); levelInfoTxt.anchor.set(0.5, 0.5); levelInfoTxt.x = 2048 / 2; levelInfoTxt.y = 800; menuContainer.addChild(levelInfoTxt); var coinsInfoTxt = new Text2('Coins: ' + coins, { size: 80, fill: 0xFFD700 }); coinsInfoTxt.anchor.set(0.5, 0.5); coinsInfoTxt.x = 2048 / 2; coinsInfoTxt.y = 900; menuContainer.addChild(coinsInfoTxt); var playBtn = new Text2('PLAY', { size: 100, fill: 0x4ECDC4 }); playBtn.anchor.set(0.5, 0.5); playBtn.x = 2048 / 2; playBtn.y = 1200; menuContainer.addChild(playBtn); var instructionsTxt = new Text2('Match pairs of cards to advance levels!\nEarn coins to buy power-ups!', { size: 60, fill: 0xCCCCCC }); instructionsTxt.anchor.set(0.5, 0.5); instructionsTxt.x = 2048 / 2; instructionsTxt.y = 1400; menuContainer.addChild(instructionsTxt); var progressTxt = new Text2('Progress: ' + currentLevel + '/500', { size: 70, fill: 0x96CEB4 }); progressTxt.anchor.set(0.5, 0.5); progressTxt.x = 2048 / 2; progressTxt.y = 1600; menuContainer.addChild(progressTxt); // 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; // Save current level progress before game over storage.currentLevel = currentLevel; 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; // Save current level completion storage.currentLevel = currentLevel; // 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 { // Advance to next level currentLevel++; storage.currentLevel = currentLevel; // Save current level to storage 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; } // Power-up functions function useBomb() { if (coins >= 10) { coins -= 10; storage.coins = coins; coinsTxt.setText('Coins: ' + coins); // Delete 6 random non-matched cards var availableCards = []; for (var i = 0; i < cards.length; i++) { if (!cards[i].isMatched) { availableCards.push(cards[i]); } } var cardsToRemove = Math.min(6, availableCards.length); for (var i = 0; i < cardsToRemove; i++) { var randomIndex = Math.floor(Math.random() * availableCards.length); var cardToRemove = availableCards[randomIndex]; cardToRemove.destroy(); cards.splice(cards.indexOf(cardToRemove), 1); availableCards.splice(randomIndex, 1); } } } function useLightbulb() { if (coins >= 15) { coins -= 15; storage.coins = coins; coinsTxt.setText('Coins: ' + coins); // Find a matching pair that's not matched yet var unmatchedCards = []; for (var i = 0; i < cards.length; i++) { if (!cards[i].isMatched) { unmatchedCards.push(cards[i]); } } // Group by symbol type var symbolGroups = {}; for (var i = 0; i < unmatchedCards.length; i++) { var card = unmatchedCards[i]; if (!symbolGroups[card.symbolType]) { symbolGroups[card.symbolType] = []; } symbolGroups[card.symbolType].push(card); } // Find first pair and show them for (var symbolType in symbolGroups) { if (symbolGroups[symbolType].length >= 2) { var pair = symbolGroups[symbolType].slice(0, 2); for (var i = 0; i < pair.length; i++) { if (!pair[i].isFlipped) { pair[i].flip(); } } break; } } } } function useClock() { if (coins >= 20) { coins -= 20; storage.coins = coins; coinsTxt.setText('Coins: ' + coins); // Add 5 minutes (300 seconds) to game time gameStartTime -= 300000; // Subtract 5 minutes from start time to effectively add time } } function useTimer() { if (coins >= 5) { coins -= 5; storage.coins = coins; coinsTxt.setText('Coins: ' + coins); // Add 1 minute (60 seconds) to game time gameStartTime -= 60000; // Subtract 1 minute from start time to effectively add time } } function useSkip() { if (coins >= 100) { coins -= 100; storage.coins = coins; coinsTxt.setText('Coins: ' + coins); // Save current level before skipping storage.currentLevel = currentLevel; // 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 { // Advance to next level currentLevel++; storage.currentLevel = currentLevel; // Save current level to storage levelTxt.setText('Level: ' + currentLevel); // Reset for next level LK.setTimeout(function () { resetLevel(); }, 1000); } } } // Function to start the game function startGame() { showMenu = false; menuContainer.visible = false; // Show game UI elements movesTxt.visible = true; timerTxt.visible = true; coinsTxt.visible = true; levelTxt.visible = true; bombTxt.visible = true; lightbulbTxt.visible = true; clockTxt.visible = true; timerPowerTxt.visible = true; skipTxt.visible = true; // Initialize game initializeCards(); gameStartTime = Date.now(); startTime = Date.now(); } // Add click handlers for power-ups bombTxt.down = function (x, y, obj) { useBomb(); }; lightbulbTxt.down = function (x, y, obj) { useLightbulb(); }; clockTxt.down = function (x, y, obj) { useClock(); }; timerPowerTxt.down = function (x, y, obj) { useTimer(); }; skipTxt.down = function (x, y, obj) { useSkip(); }; // Play button click handler playBtn.down = function (x, y, obj) { startGame(); }; // Hide game UI elements initially (show only in game) movesTxt.visible = false; timerTxt.visible = false; coinsTxt.visible = false; levelTxt.visible = false; bombTxt.visible = false; lightbulbTxt.visible = false; clockTxt.visible = false; timerPowerTxt.visible = false; skipTxt.visible = false; // Don't initialize cards immediately - wait for menu // initializeCards(); // This will be called when starting the game // Main game update loop game.update = function () { // Only update game logic if not in menu if (!showMenu) { // 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; // Save current level progress before game over storage.currentLevel = currentLevel; LK.showGameOver(); } } } };
===================================================================
--- original.js
+++ change.js
@@ -78,116 +78,8 @@
}
};
return self;
});
-var MenuScreen = Container.expand(function () {
- var self = Container.call(this);
- // Background
- var menuBg = LK.getAsset('cardBack', {
- anchorX: 0.5,
- anchorY: 0.5,
- scaleX: 15,
- scaleY: 20
- });
- self.addChild(menuBg);
- menuBg.x = 2048 / 2;
- menuBg.y = 2732 / 2;
- // Title
- var titleTxt = new Text2('Memory Game', {
- size: 120,
- fill: 0xFFFFFF
- });
- titleTxt.anchor.set(0.5, 0.5);
- self.addChild(titleTxt);
- titleTxt.x = 2048 / 2;
- titleTxt.y = 400;
- // Language selection
- var languages = ['English', 'Spanish', 'French', 'German', 'Italian'];
- var selectedLanguage = storage.selectedLanguage || 'English';
- var languageTxt = new Text2('Language: ' + selectedLanguage, {
- size: 60,
- fill: 0xFFD700
- });
- languageTxt.anchor.set(0.5, 0.5);
- self.addChild(languageTxt);
- languageTxt.x = 2048 / 2;
- languageTxt.y = 600;
- // Play button
- var playBtn = LK.getAsset('symbol2', {
- anchorX: 0.5,
- anchorY: 0.5,
- scaleX: 2,
- scaleY: 1
- });
- self.addChild(playBtn);
- playBtn.x = 2048 / 2;
- playBtn.y = 800;
- var playTxt = new Text2('PLAY', {
- size: 80,
- fill: 0xFFFFFF
- });
- playTxt.anchor.set(0.5, 0.5);
- self.addChild(playTxt);
- playTxt.x = 2048 / 2;
- playTxt.y = 800;
- // Save games section
- var savesTxt = new Text2('Saved Games', {
- size: 60,
- fill: 0xFFFFFF
- });
- savesTxt.anchor.set(0.5, 0.5);
- self.addChild(savesTxt);
- savesTxt.x = 2048 / 2;
- savesTxt.y = 1000;
- // Save slot buttons
- var saveSlots = [];
- for (var i = 1; i <= 5; i++) {
- var savedLevel = storage['saveSlot' + i] || 1;
- var slotBtn = LK.getAsset('symbol1', {
- anchorX: 0.5,
- anchorY: 0.5,
- scaleX: 1.5,
- scaleY: 0.8
- });
- self.addChild(slotBtn);
- slotBtn.x = 2048 / 2;
- slotBtn.y = 1100 + (i - 1) * 120;
- slotBtn.slotIndex = i;
- var slotTxt = new Text2('Slot ' + i + ' - Level ' + savedLevel, {
- size: 50,
- fill: 0xFFFFFF
- });
- slotTxt.anchor.set(0.5, 0.5);
- self.addChild(slotTxt);
- slotTxt.x = 2048 / 2;
- slotTxt.y = 1100 + (i - 1) * 120;
- saveSlots.push(slotBtn);
- }
- // Event handlers
- languageTxt.down = function (x, y, obj) {
- var currentIndex = languages.indexOf(selectedLanguage);
- var nextIndex = (currentIndex + 1) % languages.length;
- selectedLanguage = languages[nextIndex];
- storage.selectedLanguage = selectedLanguage;
- languageTxt.setText('Language: ' + selectedLanguage);
- };
- playBtn.down = function (x, y, obj) {
- // Start game with current level
- self.visible = false;
- startGame();
- };
- for (var i = 0; i < saveSlots.length; i++) {
- saveSlots[i].down = function (x, y, obj) {
- var slotIndex = obj.slotIndex;
- var savedLevel = storage['saveSlot' + slotIndex] || 1;
- currentLevel = savedLevel;
- storage.currentLevel = currentLevel;
- self.visible = false;
- startGame();
- };
- }
- return self;
-});
/****
* Initialize Game
****/
@@ -209,10 +101,9 @@
var gameStartTime = Date.now();
var LEVEL_TIME_LIMIT = 120; // 2 minutes in seconds
var MOVE_LIMIT = 15;
var gameOver = false;
-var menuScreen = new MenuScreen();
-var gameStarted = false;
+var showMenu = true;
// Grid configuration
var GRID_COLS = 4;
var GRID_ROWS = 4;
var CARD_SIZE = 200;
@@ -288,8 +179,59 @@
skipTxt.anchor.set(0, 0);
LK.gui.topLeft.addChild(skipTxt);
skipTxt.x = 120;
skipTxt.y = 340;
+// Menu screen elements
+var menuContainer = new Container();
+game.addChild(menuContainer);
+var titleTxt = new Text2('MEMORY MATCH', {
+ size: 120,
+ fill: 0xFFFFFF
+});
+titleTxt.anchor.set(0.5, 0.5);
+titleTxt.x = 2048 / 2;
+titleTxt.y = 600;
+menuContainer.addChild(titleTxt);
+var levelInfoTxt = new Text2('Current Level: ' + currentLevel, {
+ size: 80,
+ fill: 0xFFD700
+});
+levelInfoTxt.anchor.set(0.5, 0.5);
+levelInfoTxt.x = 2048 / 2;
+levelInfoTxt.y = 800;
+menuContainer.addChild(levelInfoTxt);
+var coinsInfoTxt = new Text2('Coins: ' + coins, {
+ size: 80,
+ fill: 0xFFD700
+});
+coinsInfoTxt.anchor.set(0.5, 0.5);
+coinsInfoTxt.x = 2048 / 2;
+coinsInfoTxt.y = 900;
+menuContainer.addChild(coinsInfoTxt);
+var playBtn = new Text2('PLAY', {
+ size: 100,
+ fill: 0x4ECDC4
+});
+playBtn.anchor.set(0.5, 0.5);
+playBtn.x = 2048 / 2;
+playBtn.y = 1200;
+menuContainer.addChild(playBtn);
+var instructionsTxt = new Text2('Match pairs of cards to advance levels!\nEarn coins to buy power-ups!', {
+ size: 60,
+ fill: 0xCCCCCC
+});
+instructionsTxt.anchor.set(0.5, 0.5);
+instructionsTxt.x = 2048 / 2;
+instructionsTxt.y = 1400;
+menuContainer.addChild(instructionsTxt);
+var progressTxt = new Text2('Progress: ' + currentLevel + '/500', {
+ size: 70,
+ fill: 0x96CEB4
+});
+progressTxt.anchor.set(0.5, 0.5);
+progressTxt.x = 2048 / 2;
+progressTxt.y = 1600;
+menuContainer.addChild(progressTxt);
// 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 = [];
@@ -545,8 +487,27 @@
}, 1000);
}
}
}
+// Function to start the game
+function startGame() {
+ showMenu = false;
+ menuContainer.visible = false;
+ // Show game UI elements
+ movesTxt.visible = true;
+ timerTxt.visible = true;
+ coinsTxt.visible = true;
+ levelTxt.visible = true;
+ bombTxt.visible = true;
+ lightbulbTxt.visible = true;
+ clockTxt.visible = true;
+ timerPowerTxt.visible = true;
+ skipTxt.visible = true;
+ // Initialize game
+ initializeCards();
+ gameStartTime = Date.now();
+ startTime = Date.now();
+}
// Add click handlers for power-ups
bombTxt.down = function (x, y, obj) {
useBomb();
};
@@ -561,32 +522,39 @@
};
skipTxt.down = function (x, y, obj) {
useSkip();
};
-// Show menu screen initially
-game.addChild(menuScreen);
-// Start game function
-function startGame() {
- gameStarted = true;
- // Save current level to a save slot (slot 1 by default)
- storage.saveSlot1 = currentLevel;
- // Initialize the game
- initializeCards();
-}
+// Play button click handler
+playBtn.down = function (x, y, obj) {
+ startGame();
+};
+// Hide game UI elements initially (show only in game)
+movesTxt.visible = false;
+timerTxt.visible = false;
+coinsTxt.visible = false;
+levelTxt.visible = false;
+bombTxt.visible = false;
+lightbulbTxt.visible = false;
+clockTxt.visible = false;
+timerPowerTxt.visible = false;
+skipTxt.visible = false;
+// Don't initialize cards immediately - wait for menu
+// initializeCards(); // This will be called when starting the game
// Main game update loop
game.update = function () {
- // Only update game when started
- if (!gameStarted) return;
- // 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;
- // Save current level progress before game over
- storage.currentLevel = currentLevel;
- LK.showGameOver();
+ // Only update game logic if not in menu
+ if (!showMenu) {
+ // 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;
+ // Save current level progress before game over
+ storage.currentLevel = currentLevel;
+ LK.showGameOver();
+ }
}
}
};
\ No newline at end of file