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;
// Initialize saved games from storage
var savedGames = storage.savedGames || [];
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);
// Save game slots UI
var saveGamesTxt = new Text2('SAVED GAMES', {
size: 80,
fill: 0xFFFFFF
});
saveGamesTxt.anchor.set(0.5, 0.5);
saveGamesTxt.x = 2048 / 2;
saveGamesTxt.y = 1800;
menuContainer.addChild(saveGamesTxt);
// Create 5 save game slot buttons
var saveSlots = [];
for (var i = 0; i < 5; i++) {
var slotData = savedGames[i];
var slotText = 'Slot ' + (i + 1);
if (slotData) {
slotText += ' - Level ' + slotData.level + ' (' + slotData.coins + ' coins)';
} else {
slotText += ' - Empty';
}
var slotBtn = new Text2(slotText, {
size: 50,
fill: slotData ? 0x4ECDC4 : 0x666666
});
slotBtn.anchor.set(0.5, 0.5);
slotBtn.x = 2048 / 2;
slotBtn.y = 1900 + i * 80;
slotBtn.slotIndex = i;
menuContainer.addChild(slotBtn);
saveSlots.push(slotBtn);
}
// 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;
// Auto-save to first available slot
var autoSaveSlot = -1;
for (var j = 0; j < 5; j++) {
if (!savedGames[j]) {
autoSaveSlot = j;
break;
}
}
if (autoSaveSlot === -1) autoSaveSlot = 0; // Use first slot if all occupied
saveGame(autoSaveSlot);
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;
// Auto-save to first available slot
var autoSaveSlot = -1;
for (var j = 0; j < 5; j++) {
if (!savedGames[j]) {
autoSaveSlot = j;
break;
}
}
if (autoSaveSlot === -1) autoSaveSlot = 0; // Use first slot if all occupied
saveGame(autoSaveSlot);
// 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 save current game state
function saveGame(slotIndex) {
var gameData = {
level: currentLevel,
coins: coins,
timestamp: Date.now()
};
savedGames[slotIndex] = gameData;
storage.savedGames = savedGames;
// Update the slot button text
var slotBtn = saveSlots[slotIndex];
slotBtn.setText('Slot ' + (slotIndex + 1) + ' - Level ' + gameData.level + ' (' + gameData.coins + ' coins)');
slotBtn.tint = 0x4ECDC4;
}
// Function to load saved game
function loadGame(slotIndex) {
var gameData = savedGames[slotIndex];
if (gameData) {
currentLevel = gameData.level;
coins = gameData.coins;
storage.currentLevel = currentLevel;
storage.coins = coins;
// Update UI
levelInfoTxt.setText('Current Level: ' + currentLevel);
coinsInfoTxt.setText('Coins: ' + coins);
progressTxt.setText('Progress: ' + currentLevel + '/500');
}
}
// 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();
};
// Save game slot click handlers
for (var i = 0; i < saveSlots.length; i++) {
saveSlots[i].down = function (x, y, obj) {
var slotIndex = obj.slotIndex;
var gameData = savedGames[slotIndex];
if (gameData) {
// Load existing save
loadGame(slotIndex);
} else {
// Save current game to empty slot
saveGame(slotIndex);
}
};
}
// 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;
// Auto-save to first available slot
var autoSaveSlot = -1;
for (var j = 0; j < 5; j++) {
if (!savedGames[j]) {
autoSaveSlot = j;
break;
}
}
if (autoSaveSlot === -1) autoSaveSlot = 0; // Use first slot if all occupied
saveGame(autoSaveSlot);
LK.showGameOver();
}
}
}
}; ===================================================================
--- original.js
+++ change.js
@@ -131,8 +131,10 @@
});
coinsTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(coinsTxt);
coinsTxt.y = 260;
+// Initialize saved games from storage
+var savedGames = storage.savedGames || [];
var levelTxt = new Text2('Level: ' + currentLevel, {
size: 60,
fill: 0xFFFFFF
});
@@ -230,8 +232,38 @@
progressTxt.anchor.set(0.5, 0.5);
progressTxt.x = 2048 / 2;
progressTxt.y = 1600;
menuContainer.addChild(progressTxt);
+// Save game slots UI
+var saveGamesTxt = new Text2('SAVED GAMES', {
+ size: 80,
+ fill: 0xFFFFFF
+});
+saveGamesTxt.anchor.set(0.5, 0.5);
+saveGamesTxt.x = 2048 / 2;
+saveGamesTxt.y = 1800;
+menuContainer.addChild(saveGamesTxt);
+// Create 5 save game slot buttons
+var saveSlots = [];
+for (var i = 0; i < 5; i++) {
+ var slotData = savedGames[i];
+ var slotText = 'Slot ' + (i + 1);
+ if (slotData) {
+ slotText += ' - Level ' + slotData.level + ' (' + slotData.coins + ' coins)';
+ } else {
+ slotText += ' - Empty';
+ }
+ var slotBtn = new Text2(slotText, {
+ size: 50,
+ fill: slotData ? 0x4ECDC4 : 0x666666
+ });
+ slotBtn.anchor.set(0.5, 0.5);
+ slotBtn.x = 2048 / 2;
+ slotBtn.y = 1900 + i * 80;
+ slotBtn.slotIndex = i;
+ menuContainer.addChild(slotBtn);
+ saveSlots.push(slotBtn);
+}
// 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 = [];
@@ -289,8 +321,18 @@
if (moves >= MOVE_LIMIT) {
gameOver = true;
// Save current level progress before game over
storage.currentLevel = currentLevel;
+ // Auto-save to first available slot
+ var autoSaveSlot = -1;
+ for (var j = 0; j < 5; j++) {
+ if (!savedGames[j]) {
+ autoSaveSlot = j;
+ break;
+ }
+ }
+ if (autoSaveSlot === -1) autoSaveSlot = 0; // Use first slot if all occupied
+ saveGame(autoSaveSlot);
LK.setTimeout(function () {
LK.showGameOver();
}, 1000);
return;
@@ -325,8 +367,18 @@
if (matchedCount === cards.length) {
gameCompleted = true;
// Save current level completion
storage.currentLevel = currentLevel;
+ // Auto-save to first available slot
+ var autoSaveSlot = -1;
+ for (var j = 0; j < 5; j++) {
+ if (!savedGames[j]) {
+ autoSaveSlot = j;
+ break;
+ }
+ }
+ if (autoSaveSlot === -1) autoSaveSlot = 0; // Use first slot if all occupied
+ saveGame(autoSaveSlot);
// Check if we've completed all 500 levels
if (currentLevel >= 500) {
// Show you win when all levels are completed
LK.setTimeout(function () {
@@ -487,8 +539,36 @@
}, 1000);
}
}
}
+// Function to save current game state
+function saveGame(slotIndex) {
+ var gameData = {
+ level: currentLevel,
+ coins: coins,
+ timestamp: Date.now()
+ };
+ savedGames[slotIndex] = gameData;
+ storage.savedGames = savedGames;
+ // Update the slot button text
+ var slotBtn = saveSlots[slotIndex];
+ slotBtn.setText('Slot ' + (slotIndex + 1) + ' - Level ' + gameData.level + ' (' + gameData.coins + ' coins)');
+ slotBtn.tint = 0x4ECDC4;
+}
+// Function to load saved game
+function loadGame(slotIndex) {
+ var gameData = savedGames[slotIndex];
+ if (gameData) {
+ currentLevel = gameData.level;
+ coins = gameData.coins;
+ storage.currentLevel = currentLevel;
+ storage.coins = coins;
+ // Update UI
+ levelInfoTxt.setText('Current Level: ' + currentLevel);
+ coinsInfoTxt.setText('Coins: ' + coins);
+ progressTxt.setText('Progress: ' + currentLevel + '/500');
+ }
+}
// Function to start the game
function startGame() {
showMenu = false;
menuContainer.visible = false;
@@ -522,8 +602,22 @@
};
skipTxt.down = function (x, y, obj) {
useSkip();
};
+// Save game slot click handlers
+for (var i = 0; i < saveSlots.length; i++) {
+ saveSlots[i].down = function (x, y, obj) {
+ var slotIndex = obj.slotIndex;
+ var gameData = savedGames[slotIndex];
+ if (gameData) {
+ // Load existing save
+ loadGame(slotIndex);
+ } else {
+ // Save current game to empty slot
+ saveGame(slotIndex);
+ }
+ };
+}
// Play button click handler
playBtn.down = function (x, y, obj) {
startGame();
};
@@ -552,8 +646,18 @@
if (remainingTime <= 0) {
gameOver = true;
// Save current level progress before game over
storage.currentLevel = currentLevel;
+ // Auto-save to first available slot
+ var autoSaveSlot = -1;
+ for (var j = 0; j < 5; j++) {
+ if (!savedGames[j]) {
+ autoSaveSlot = j;
+ break;
+ }
+ }
+ if (autoSaveSlot === -1) autoSaveSlot = 0; // Use first slot if all occupied
+ saveGame(autoSaveSlot);
LK.showGameOver();
}
}
}