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 βͺπ‘ 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 βͺπ‘ 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 βͺπ‘ 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 βͺπ‘ 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. βͺπ‘ 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 βͺπ‘ 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 βͺπ‘ 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. βͺπ‘ 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. βͺπ‘ 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. βͺπ‘ 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. βͺπ‘ Consider importing and using the following plugins: @upit/storage.v1
User prompt
Add a skip button option for the level. Cost 100 coins. βͺπ‘ 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). βͺπ‘ 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 = LK.getAsset('cardBack', {
anchorX: 0.5,
anchorY: 0.5
});
self.addChild(cardBack);
// Card front (white background)
var cardFront = LK.getAsset('cardFront', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0
});
self.addChild(cardFront);
// Symbol on the card
var symbol = LK.getAsset('symbol' + symbolType, {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0
});
self.addChild(symbol);
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 individual storage slots
var savedGames = [];
for (var i = 0; i < 5; i++) {
var slotData = storage['savedGame' + i] || null;
savedGames.push(slotData);
}
var levelTxt = new Text2('Level: ' + currentLevel, {
size: 60,
fill: 0xFFFFFF
});
levelTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(levelTxt);
levelTxt.y = 340;
// Level completion notification text
var levelCompleteTxt = new Text2('LEVEL COMPLETE!', {
size: 100,
fill: 0x00FF00
});
levelCompleteTxt.anchor.set(0.5, 0.5);
levelCompleteTxt.x = 2048 / 2;
levelCompleteTxt.y = 2732 / 2;
levelCompleteTxt.visible = false;
game.addChild(levelCompleteTxt);
// 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) % 50 + 1; // Cycle through available symbols (now 50 total)
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 failed attempt
autoSaveGame('Failed - Move Limit');
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 completed level
autoSaveGame('Completed');
// Award bonus coins for completing level
coins += 10;
storage.coins = coins;
coinsTxt.setText('Coins: ' + coins);
// 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);
// Update menu progress display
levelInfoTxt.setText('Current Level: ' + currentLevel);
progressTxt.setText('Progress: ' + currentLevel + '/500');
// Show level completion message
LK.effects.flashScreen(0x00FF00, 1000);
// Reset for next level
LK.setTimeout(function () {
resetLevel();
}, 1500);
}
}
} else {
// No match
LK.getSound('noMatch').play();
card1.flip();
card2.flip();
}
flippedCards = [];
canFlipCards = true;
}
// Reset level for progression
function resetLevel() {
// Show level completion message briefly if advancing
if (currentLevel > 1) {
levelCompleteTxt.setText('LEVEL ' + (currentLevel - 1) + ' COMPLETE!');
levelCompleteTxt.visible = true;
LK.setTimeout(function () {
levelCompleteTxt.visible = false;
}, 2000);
}
// 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) % 50 + 1; // Cycle through available symbols (now 50 total)
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) {
// Create flattened gameData object with only literals
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['savedGame' + slotIndex] = gameData;
// 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 auto-save to circular buffer of latest 5 games
function autoSaveGame(gameResult) {
// Create flattened gameData object with only literals
var gameData = {
level: currentLevel,
coins: coins,
timestamp: Date.now(),
result: gameResult
};
// Ensure savedGames is initialized as an array
if (!Array.isArray(savedGames)) {
savedGames = [];
}
// Create a new array to avoid reference issues
var newSavedGames = [];
// Add new game to the beginning
newSavedGames.push(gameData);
// Add existing games (up to 4 more)
for (var i = 0; i < Math.min(4, savedGames.length); i++) {
if (savedGames[i]) {
newSavedGames.push(savedGames[i]);
}
}
savedGames = newSavedGames;
// Keep only the latest 5 games
if (savedGames.length > 5) {
savedGames = savedGames.slice(0, 5);
}
// Save each slot individually to storage with only literals
for (var i = 0; i < 5; i++) {
if (i < savedGames.length && savedGames[i]) {
storage['savedGame' + i] = {
level: savedGames[i].level,
coins: savedGames[i].coins,
timestamp: savedGames[i].timestamp,
result: savedGames[i].result || ''
};
} else {
storage['savedGame' + i] = null;
}
}
// Update all slot buttons if they exist
if (saveSlots) {
for (var i = 0; i < 5; i++) {
if (saveSlots[i]) {
var slotData = savedGames[i];
var slotText = 'Slot ' + (i + 1);
if (slotData) {
slotText += ' - Level ' + slotData.level + ' (' + slotData.coins + ' coins)';
if (slotData.result) {
slotText += ' - ' + slotData.result;
}
} else {
slotText += ' - Empty';
}
saveSlots[i].setText(slotText);
saveSlots[i].tint = slotData ? 0x4ECDC4 : 0x666666;
}
}
}
}
// 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 failed attempt
autoSaveGame('Failed - Time Limit');
LK.showGameOver();
}
}
}
};
// Start background music
LK.playMusic('bgmusic'); ===================================================================
--- original.js
+++ change.js
@@ -289,9 +289,9 @@
}
var pairCount = totalTiles / 2;
var cardTypes = [];
for (var i = 1; i <= pairCount; i++) {
- var symbolIndex = (i - 1) % 20 + 1; // Cycle through available symbols (now 20 total)
+ var symbolIndex = (i - 1) % 50 + 1; // Cycle through available symbols (now 50 total)
cardTypes.push(symbolIndex);
cardTypes.push(symbolIndex); // Add pair
}
// Shuffle function
@@ -453,9 +453,9 @@
}
var pairCount = totalTiles / 2;
cardTypes = [];
for (var i = 1; i <= pairCount; i++) {
- var symbolIndex = (i - 1) % 20 + 1; // Cycle through available symbols (now 20 total)
+ var symbolIndex = (i - 1) % 50 + 1; // Cycle through available symbols (now 50 total)
cardTypes.push(symbolIndex);
cardTypes.push(symbolIndex);
}
// Initialize new cards