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 = 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 || []; // Ensure savedGames is always an array with 5 slots if (!Array.isArray(savedGames)) { savedGames = []; } // Ensure we have exactly 5 slots while (savedGames.length < 5) { savedGames.push(null); } 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; if (currentLevel === 1) { totalTiles = 4; // First level has exactly 4 tiles } else { 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; if (currentLevel === 1) { totalTiles = 4; // First level has exactly 4 tiles } else { totalTiles = 4 + (currentLevel - 1) * 6; // 4 base tiles + 6 per level } 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() }; // Ensure savedGames is initialized as an array if (!Array.isArray(savedGames)) { savedGames = []; } // Ensure we have enough slots while (savedGames.length <= slotIndex) { savedGames.push(null); } savedGames[slotIndex] = gameData; storage.savedGames = savedGames; // Update the slot button text only if saveSlots exists and has the slot if (saveSlots && saveSlots[slotIndex]) { 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) { // Reset to level 1 when starting new game currentLevel = 1; storage.currentLevel = currentLevel; levelTxt.setText('Level: ' + currentLevel); levelInfoTxt.setText('Current Level: ' + currentLevel); progressTxt.setText('Progress: ' + currentLevel + '/500'); 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
@@ -133,8 +133,16 @@
LK.gui.top.addChild(coinsTxt);
coinsTxt.y = 260;
// Initialize saved games from storage
var savedGames = storage.savedGames || [];
+// Ensure savedGames is always an array with 5 slots
+if (!Array.isArray(savedGames)) {
+ savedGames = [];
+}
+// Ensure we have exactly 5 slots
+while (savedGames.length < 5) {
+ savedGames.push(null);
+}
var levelTxt = new Text2('Level: ' + currentLevel, {
size: 60,
fill: 0xFFFFFF
});
@@ -556,8 +564,16 @@
level: currentLevel,
coins: coins,
timestamp: Date.now()
};
+ // Ensure savedGames is initialized as an array
+ if (!Array.isArray(savedGames)) {
+ savedGames = [];
+ }
+ // Ensure we have enough slots
+ while (savedGames.length <= slotIndex) {
+ savedGames.push(null);
+ }
savedGames[slotIndex] = gameData;
storage.savedGames = savedGames;
// Update the slot button text only if saveSlots exists and has the slot
if (saveSlots && saveSlots[slotIndex]) {