User prompt
Fix errors
User prompt
Change symbol shapes to 25 different shapes.
User prompt
Fix all errors ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'storage.buildingPositions = positions;' Line Number: 1469 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Add worldbackground as background for spooky world tab
User prompt
Remove worldbackground as background for main menu
User prompt
Add worldbackground as background for world
User prompt
Add worldbackground as background for world button.
User prompt
Clean code.
User prompt
Play button should return player to level 1.
User prompt
Cannot go back to main menu after playing game
User prompt
Shop function does not work. Cannot buy any of the items
User prompt
fix errors
User prompt
Create a system to allow players to purchase power-ups and buildings. ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Cannot buy anything in shop button,
User prompt
Add assets for buildings.
User prompt
Make the building tab in the shop functional. Cannot click on any of the buildings.
User prompt
fix errors
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'down')' in or related to this line: 'playBackBtn.down = function (x, y, obj) {' Line Number: 1574
User prompt
Add back button to play funtion.
User prompt
Background is black
User prompt
All word text black turn white
User prompt
Make text bold.
User prompt
Apread out everything to fit screen
User prompt
Change background to white.
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1", {
coins: 0,
currentLevel: 1,
bombCount: 0,
hintCount: 0,
clockCount: 0,
timerCount: 0,
skipCount: 0,
mansionCount: 0,
hutCount: 0,
patchCount: 0,
towerCount: 0,
castleCount: 0,
ghostCount: 0,
wizardCount: 0,
catCount: 0,
buildingPositions: {}
});
/****
* 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: 0x000000
});
/****
* Game Code
****/
// Game variables
// Game state variables
function _typeof(o) {
"@babel/helpers - typeof";
return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) {
return typeof o;
} : function (o) {
return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o;
}, _typeof(o);
}
var cards = [];
var flippedCards = [];
var moves = 0;
var gameCompleted = false;
var canFlipCards = true;
var gameOver = false;
var showMenu = true;
// Level and timing variables
var currentLevel = storage.currentLevel || 1;
var startTime = Date.now();
var gameStartTime = Date.now();
var LEVEL_TIME_LIMIT = 120; // 2 minutes in seconds
var MOVE_LIMIT = 15;
// 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: 0x000000,
fontWeight: 'bold'
});
movesTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(movesTxt);
movesTxt.y = 100;
var timerTxt = new Text2('Time: 0:00', {
size: 60,
fill: 0x000000,
fontWeight: 'bold'
});
timerTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(timerTxt);
timerTxt.y = 180;
// Initialize storage with defaults to prevent undefined access errors
// Initialize coins from storage
var coins = storage.coins || 0;
var coinsTxt = new Text2('Coins: ' + coins, {
size: 60,
fill: 0xFFD700,
fontWeight: 'bold'
});
coinsTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(coinsTxt);
coinsTxt.y = 260;
// Initialize saved games from individual storage slots with validation
var savedGames = [];
for (var i = 0; i < 5; i++) {
var slotData = storage['savedGame' + i] || null;
// Validate slotData structure
if (slotData && _typeof(slotData) === 'object' && typeof slotData.level === 'number' && typeof slotData.coins === 'number') {
savedGames.push(slotData);
} else {
savedGames.push(null);
}
}
if (!Array.isArray(savedGames)) {
savedGames = [];
}
while (savedGames.length < 5) {
savedGames.push(null);
}
var levelTxt = new Text2('Level: ' + currentLevel, {
size: 60,
fill: 0x000000,
fontWeight: 'bold'
});
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,
fontWeight: 'bold'
});
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: ' + (storage.bombCount || 0), {
size: 40,
fill: 0xFF6B6B,
fontWeight: 'bold'
});
bombTxt.anchor.set(0, 0);
LK.gui.topLeft.addChild(bombTxt);
bombTxt.x = 120;
bombTxt.y = 100;
var lightbulbTxt = new Text2('Hint: ' + (storage.hintCount || 0), {
size: 40,
fill: 0xFFD700,
fontWeight: 'bold'
});
lightbulbTxt.anchor.set(0, 0);
LK.gui.topLeft.addChild(lightbulbTxt);
lightbulbTxt.x = 120;
lightbulbTxt.y = 160;
var clockTxt = new Text2('Clock: ' + (storage.clockCount || 0), {
size: 40,
fill: 0x4ECDC4,
fontWeight: 'bold'
});
clockTxt.anchor.set(0, 0);
LK.gui.topLeft.addChild(clockTxt);
clockTxt.x = 120;
clockTxt.y = 220;
var timerPowerTxt = new Text2('Timer: ' + (storage.timerCount || 0), {
size: 40,
fill: 0x96CEB4,
fontWeight: 'bold'
});
timerPowerTxt.anchor.set(0, 0);
LK.gui.topLeft.addChild(timerPowerTxt);
timerPowerTxt.x = 120;
timerPowerTxt.y = 280;
var skipTxt = new Text2('Skip: ' + (storage.skipCount || 0), {
size: 40,
fill: 0xFF9FF3,
fontWeight: 'bold'
});
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('SPOOKY MEMORY MATCH', {
size: 120,
fill: 0xFF6600,
fontWeight: 'bold'
});
titleTxt.anchor.set(0.5, 0.5);
titleTxt.x = 2048 / 2;
titleTxt.y = 500;
menuContainer.addChild(titleTxt);
var levelInfoTxt = new Text2('Current Level: ' + currentLevel, {
size: 80,
fill: 0xFFD700,
fontWeight: 'bold'
});
levelInfoTxt.anchor.set(0.5, 0.5);
levelInfoTxt.x = 2048 / 2;
levelInfoTxt.y = 700;
menuContainer.addChild(levelInfoTxt);
var coinsInfoTxt = new Text2('Coins: ' + coins, {
size: 80,
fill: 0xFFD700,
fontWeight: 'bold'
});
coinsInfoTxt.anchor.set(0.5, 0.5);
coinsInfoTxt.x = 2048 / 2;
coinsInfoTxt.y = 850;
menuContainer.addChild(coinsInfoTxt);
var playBtn = new Text2('PLAY', {
size: 100,
fill: 0x4ECDC4,
fontWeight: 'bold'
});
playBtn.anchor.set(0.5, 0.5);
playBtn.x = 2048 / 2;
playBtn.y = 1050;
menuContainer.addChild(playBtn);
var instructionsTxt = new Text2('Match spooky pairs to advance levels!\nEarn coins to buy magical power-ups!', {
size: 60,
fill: 0xFF6600,
fontWeight: 'bold'
});
instructionsTxt.anchor.set(0.5, 0.5);
instructionsTxt.x = 2048 / 2;
instructionsTxt.y = 2200;
menuContainer.addChild(instructionsTxt);
var progressTxt = new Text2('Progress: ' + currentLevel + '/500', {
size: 70,
fill: 0x96CEB4,
fontWeight: 'bold'
});
progressTxt.anchor.set(0.5, 0.5);
progressTxt.x = 2048 / 2;
progressTxt.y = 2400;
menuContainer.addChild(progressTxt);
// Shop button for buying power-ups
var shopBtn = new Text2('SHOP', {
size: 100,
fill: 0xFFD700,
fontWeight: 'bold'
});
shopBtn.anchor.set(0.5, 0.5);
shopBtn.x = 2048 / 2;
shopBtn.y = 1250;
menuContainer.addChild(shopBtn);
// Shop screen elements
var shopContainer = new Container();
shopContainer.visible = false;
game.addChild(shopContainer);
var shopTitleTxt = new Text2('SHOP', {
size: 120,
fill: 0xFFD700,
fontWeight: 'bold'
});
shopTitleTxt.anchor.set(0.5, 0.5);
shopTitleTxt.x = 2048 / 2;
shopTitleTxt.y = 400;
shopContainer.addChild(shopTitleTxt);
var shopCoinsTxt = new Text2('Coins: ' + coins, {
size: 80,
fill: 0xFFD700,
fontWeight: 'bold'
});
shopCoinsTxt.anchor.set(0.5, 0.5);
shopCoinsTxt.x = 2048 / 2;
shopCoinsTxt.y = 500;
shopContainer.addChild(shopCoinsTxt);
// Tab buttons
var powerUpTabBtn = new Text2('POWER-UPS', {
size: 80,
fill: 0x4ECDC4,
fontWeight: 'bold'
});
powerUpTabBtn.anchor.set(0.5, 0.5);
powerUpTabBtn.x = 2048 / 2 - 200;
powerUpTabBtn.y = 600;
shopContainer.addChild(powerUpTabBtn);
var buildingTabBtn = new Text2('BUILDINGS', {
size: 80,
fill: 0x666666,
fontWeight: 'bold'
});
buildingTabBtn.anchor.set(0.5, 0.5);
buildingTabBtn.x = 2048 / 2 + 200;
buildingTabBtn.y = 600;
shopContainer.addChild(buildingTabBtn);
// Power-ups tab content
var powerUpTabContainer = new Container();
powerUpTabContainer.visible = true; // Start with power-ups tab visible
shopContainer.addChild(powerUpTabContainer);
var shopBombBtn = new Text2('BOMB - 10 Coins\n(Removes 6 random cards)', {
size: 60,
fill: 0xFF6B6B,
fontWeight: 'bold'
});
shopBombBtn.anchor.set(0.5, 0.5);
shopBombBtn.x = 2048 / 2;
shopBombBtn.y = 800;
powerUpTabContainer.addChild(shopBombBtn);
var shopHintBtn = new Text2('HINT - 15 Coins\n(Reveals a matching pair)', {
size: 60,
fill: 0xFFD700,
fontWeight: 'bold'
});
shopHintBtn.anchor.set(0.5, 0.5);
shopHintBtn.x = 2048 / 2;
shopHintBtn.y = 1000;
powerUpTabContainer.addChild(shopHintBtn);
var shopClockBtn = new Text2('CLOCK - 20 Coins\n(Adds 5 minutes)', {
size: 60,
fill: 0x4ECDC4,
fontWeight: 'bold'
});
shopClockBtn.anchor.set(0.5, 0.5);
shopClockBtn.x = 2048 / 2;
shopClockBtn.y = 1200;
powerUpTabContainer.addChild(shopClockBtn);
var shopTimerBtn = new Text2('TIMER - 5 Coins\n(Adds 1 minute)', {
size: 60,
fill: 0x96CEB4,
fontWeight: 'bold'
});
shopTimerBtn.anchor.set(0.5, 0.5);
shopTimerBtn.x = 2048 / 2;
shopTimerBtn.y = 1400;
powerUpTabContainer.addChild(shopTimerBtn);
var shopSkipBtn = new Text2('SKIP - 100 Coins\n(Skip current level)', {
size: 60,
fill: 0xFF9FF3,
fontWeight: 'bold'
});
shopSkipBtn.anchor.set(0.5, 0.5);
shopSkipBtn.x = 2048 / 2;
shopSkipBtn.y = 1600;
powerUpTabContainer.addChild(shopSkipBtn);
// Buildings tab content
var buildingTabContainer = new Container();
buildingTabContainer.visible = false;
shopContainer.addChild(buildingTabContainer);
var hauntedMansionBtn = new Text2('HAUNTED MANSION - 50 Coins\n(Spooky decoration)', {
size: 60,
fill: 0x4B0082,
fontWeight: 'bold'
});
hauntedMansionBtn.anchor.set(0.5, 0.5);
hauntedMansionBtn.x = 2048 / 2;
hauntedMansionBtn.y = 800;
buildingTabContainer.addChild(hauntedMansionBtn);
var witchHutBtn = new Text2('WITCH HUT - 75 Coins\n(Magical dwelling)', {
size: 60,
fill: 0x228B22,
fontWeight: 'bold'
});
witchHutBtn.anchor.set(0.5, 0.5);
witchHutBtn.x = 2048 / 2;
witchHutBtn.y = 950;
buildingTabContainer.addChild(witchHutBtn);
var pumpkinPatchBtn = new Text2('PUMPKIN PATCH - 30 Coins\n(Halloween decoration)', {
size: 60,
fill: 0xFF8C00,
fontWeight: 'bold'
});
pumpkinPatchBtn.anchor.set(0.5, 0.5);
pumpkinPatchBtn.x = 2048 / 2;
pumpkinPatchBtn.y = 1100;
buildingTabContainer.addChild(pumpkinPatchBtn);
var ghostlyTowerBtn = new Text2('GHOSTLY TOWER - 100 Coins\n(Spectral building)', {
size: 60,
fill: 0xF5F5F5,
fontWeight: 'bold'
});
ghostlyTowerBtn.anchor.set(0.5, 0.5);
ghostlyTowerBtn.x = 2048 / 2;
ghostlyTowerBtn.y = 1250;
buildingTabContainer.addChild(ghostlyTowerBtn);
var vampireCastleBtn = new Text2('VAMPIRE CASTLE - 200 Coins\n(Dark fortress)', {
size: 60,
fill: 0x8B0000,
fontWeight: 'bold'
});
vampireCastleBtn.anchor.set(0.5, 0.5);
vampireCastleBtn.x = 2048 / 2;
vampireCastleBtn.y = 1400;
buildingTabContainer.addChild(vampireCastleBtn);
// NPC characters
var friendlyGhostBtn = new Text2('FRIENDLY GHOST - 40 Coins\n(Helpful NPC)', {
size: 60,
fill: 0xD3D3D3,
fontWeight: 'bold'
});
friendlyGhostBtn.anchor.set(0.5, 0.5);
friendlyGhostBtn.x = 2048 / 2;
friendlyGhostBtn.y = 1550;
buildingTabContainer.addChild(friendlyGhostBtn);
var wizardBtn = new Text2('WIZARD - 60 Coins\n(Wise NPC)', {
size: 60,
fill: 0x191970,
fontWeight: 'bold'
});
wizardBtn.anchor.set(0.5, 0.5);
wizardBtn.x = 2048 / 2;
wizardBtn.y = 1700;
buildingTabContainer.addChild(wizardBtn);
var blackCatBtn = new Text2('BLACK CAT - 25 Coins\n(Mystical companion)', {
size: 60,
fill: 0x000000,
fontWeight: 'bold'
});
blackCatBtn.anchor.set(0.5, 0.5);
blackCatBtn.x = 2048 / 2;
blackCatBtn.y = 1850;
buildingTabContainer.addChild(blackCatBtn);
var shopBackBtn = new Text2('BACK TO MENU', {
size: 80,
fill: 0xCCCCCC,
fontWeight: 'bold'
});
shopBackBtn.anchor.set(0.5, 0.5);
shopBackBtn.x = 2048 / 2;
shopBackBtn.y = 2000;
shopContainer.addChild(shopBackBtn);
// Saved Games button
var savedGamesBtn = new Text2('SAVED GAMES', {
size: 100,
fill: 0x96CEB4,
fontWeight: 'bold'
});
savedGamesBtn.anchor.set(0.5, 0.5);
savedGamesBtn.x = 2048 / 2;
savedGamesBtn.y = 1450;
menuContainer.addChild(savedGamesBtn);
// World button
var worldBtn = new Container();
worldBtn.x = 2048 / 2;
worldBtn.y = 1650;
// Add background image
var worldBackground = LK.getAsset('worldbackground', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 2
});
worldBtn.addChild(worldBackground);
// Add text on top of background
var worldBtnText = new Text2('WORLD', {
size: 100,
fill: 0x4B0082,
fontWeight: 'bold'
});
worldBtnText.anchor.set(0.5, 0.5);
worldBtn.addChild(worldBtnText);
menuContainer.addChild(worldBtn);
// Saved Games screen container
var savedGamesContainer = new Container();
savedGamesContainer.visible = false;
game.addChild(savedGamesContainer);
var savedGamesTitleTxt = new Text2('SAVED GAMES', {
size: 120,
fill: 0x96CEB4,
fontWeight: 'bold'
});
savedGamesTitleTxt.anchor.set(0.5, 0.5);
savedGamesTitleTxt.x = 2048 / 2;
savedGamesTitleTxt.y = 400;
savedGamesContainer.addChild(savedGamesTitleTxt);
var savedGamesInstructionTxt = new Text2('Click a slot to load or save your game progress', {
size: 60,
fill: 0x000000,
fontWeight: 'bold'
});
savedGamesInstructionTxt.anchor.set(0.5, 0.5);
savedGamesInstructionTxt.x = 2048 / 2;
savedGamesInstructionTxt.y = 550;
savedGamesContainer.addChild(savedGamesInstructionTxt);
// Create 5 save game slot buttons in saved games container
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)';
if (slotData.result) {
slotText += ' - ' + slotData.result;
}
} else {
slotText += ' - Empty';
}
var slotBtn = new Text2(slotText, {
size: 60,
fill: slotData ? 0x4ECDC4 : 0x666666,
fontWeight: 'bold'
});
slotBtn.anchor.set(0.5, 0.5);
slotBtn.x = 2048 / 2;
slotBtn.y = 750 + i * 150;
slotBtn.slotIndex = i;
savedGamesContainer.addChild(slotBtn);
saveSlots.push(slotBtn);
}
// Back to menu button for saved games
var savedGamesBackBtn = new Text2('BACK TO MENU', {
size: 80,
fill: 0xCCCCCC,
fontWeight: 'bold'
});
savedGamesBackBtn.anchor.set(0.5, 0.5);
savedGamesBackBtn.x = 2048 / 2;
savedGamesBackBtn.y = 1500;
savedGamesContainer.addChild(savedGamesBackBtn);
// 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 themeIndex = (i - 1) % 10; // Cycle through 10 Halloween themes
var symbolIndex = themeIndex * 5 + (i - 1) % 5 + 1; // 5 symbols per theme
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] && 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 themeIndex = (i - 1) % 10; // Cycle through 10 Halloween themes
var symbolIndex = themeIndex * 5 + (i - 1) % 5 + 1; // 5 symbols per theme
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;
}
// Building purchase functions
function buyHauntedMansion() {
if (coins >= 50) {
coins = Math.max(0, coins - 50);
storage.coins = coins;
shopCoinsTxt.setText('Coins: ' + coins);
coinsInfoTxt.setText('Coins: ' + coins);
var mansionCount = storage.mansionCount || 0;
storage.mansionCount = mansionCount + 1;
LK.effects.flashScreen(0x4B0082, 500);
}
}
function buyWitchHut() {
if (coins >= 75) {
coins = Math.max(0, coins - 75);
storage.coins = coins;
shopCoinsTxt.setText('Coins: ' + coins);
coinsInfoTxt.setText('Coins: ' + coins);
var hutCount = storage.hutCount || 0;
storage.hutCount = hutCount + 1;
LK.effects.flashScreen(0x228B22, 500);
}
}
function buyPumpkinPatch() {
if (coins >= 30) {
coins = Math.max(0, coins - 30);
storage.coins = coins;
shopCoinsTxt.setText('Coins: ' + coins);
coinsInfoTxt.setText('Coins: ' + coins);
var patchCount = storage.patchCount || 0;
storage.patchCount = patchCount + 1;
LK.effects.flashScreen(0xFF8C00, 500);
}
}
function buyGhostlyTower() {
if (coins >= 100) {
coins = Math.max(0, coins - 100);
storage.coins = coins;
shopCoinsTxt.setText('Coins: ' + coins);
coinsInfoTxt.setText('Coins: ' + coins);
var towerCount = storage.towerCount || 0;
storage.towerCount = towerCount + 1;
LK.effects.flashScreen(0xF5F5F5, 500);
}
}
function buyVampireCastle() {
if (coins >= 200) {
coins = Math.max(0, coins - 200);
storage.coins = coins;
shopCoinsTxt.setText('Coins: ' + coins);
coinsInfoTxt.setText('Coins: ' + coins);
var castleCount = storage.castleCount || 0;
storage.castleCount = castleCount + 1;
LK.effects.flashScreen(0x8B0000, 500);
}
}
function buyFriendlyGhost() {
if (coins >= 40) {
coins = Math.max(0, coins - 40);
storage.coins = coins;
shopCoinsTxt.setText('Coins: ' + coins);
coinsInfoTxt.setText('Coins: ' + coins);
var ghostCount = storage.ghostCount || 0;
storage.ghostCount = ghostCount + 1;
LK.effects.flashScreen(0xD3D3D3, 500);
}
}
function buyWizard() {
if (coins >= 60) {
coins = Math.max(0, coins - 60);
storage.coins = coins;
shopCoinsTxt.setText('Coins: ' + coins);
coinsInfoTxt.setText('Coins: ' + coins);
var wizardCount = storage.wizardCount || 0;
storage.wizardCount = wizardCount + 1;
LK.effects.flashScreen(0x191970, 500);
}
}
function buyBlackCat() {
if (coins >= 25) {
coins = Math.max(0, coins - 25);
storage.coins = coins;
shopCoinsTxt.setText('Coins: ' + coins);
coinsInfoTxt.setText('Coins: ' + coins);
var catCount = storage.catCount || 0;
storage.catCount = catCount + 1;
LK.effects.flashScreen(0x000000, 500);
}
}
// Shop power-up purchase functions
function buyBomb() {
if (coins >= 10) {
coins = Math.max(0, coins - 10);
storage.coins = coins;
shopCoinsTxt.setText('Coins: ' + coins);
coinsInfoTxt.setText('Coins: ' + coins);
// Add bomb to inventory (stored in storage)
var bombCount = storage.bombCount || 0;
storage.bombCount = bombCount + 1;
bombTxt.setText('Bomb: ' + (storage.bombCount || 0));
LK.effects.flashScreen(0x00FF00, 500);
}
}
function buyHint() {
if (coins >= 15) {
coins = Math.max(0, coins - 15);
storage.coins = coins;
shopCoinsTxt.setText('Coins: ' + coins);
coinsInfoTxt.setText('Coins: ' + coins);
// Add hint to inventory
var hintCount = storage.hintCount || 0;
storage.hintCount = hintCount + 1;
lightbulbTxt.setText('Hint: ' + (storage.hintCount || 0));
LK.effects.flashScreen(0x00FF00, 500);
}
}
function buyClock() {
if (coins >= 20) {
coins = Math.max(0, coins - 20);
storage.coins = coins;
shopCoinsTxt.setText('Coins: ' + coins);
coinsInfoTxt.setText('Coins: ' + coins);
// Add clock to inventory
var clockCount = storage.clockCount || 0;
storage.clockCount = clockCount + 1;
clockTxt.setText('Clock: ' + (storage.clockCount || 0));
LK.effects.flashScreen(0x00FF00, 500);
}
}
function buyTimer() {
if (coins >= 5) {
coins = Math.max(0, coins - 5);
storage.coins = coins;
shopCoinsTxt.setText('Coins: ' + coins);
coinsInfoTxt.setText('Coins: ' + coins);
// Add timer to inventory
var timerCount = storage.timerCount || 0;
storage.timerCount = timerCount + 1;
timerPowerTxt.setText('Timer: ' + (storage.timerCount || 0));
LK.effects.flashScreen(0x00FF00, 500);
}
}
function buySkip() {
if (coins >= 100) {
coins = Math.max(0, coins - 100);
storage.coins = coins;
shopCoinsTxt.setText('Coins: ' + coins);
coinsInfoTxt.setText('Coins: ' + coins);
// Add skip to inventory
var skipCount = storage.skipCount || 0;
storage.skipCount = skipCount + 1;
skipTxt.setText('Skip: ' + (storage.skipCount || 0));
LK.effects.flashScreen(0x00FF00, 500);
}
}
// Power-up functions
function useBomb() {
var bombCount = storage.bombCount || 0;
if (bombCount > 0) {
storage.bombCount = bombCount - 1;
// Update display
bombTxt.setText('Bomb: ' + (storage.bombCount || 0));
// 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() {
var hintCount = storage.hintCount || 0;
if (hintCount > 0) {
storage.hintCount = hintCount - 1;
// Update display
lightbulbTxt.setText('Hint: ' + (storage.hintCount || 0));
// 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() {
var clockCount = storage.clockCount || 0;
if (clockCount > 0) {
storage.clockCount = clockCount - 1;
// Update display
clockTxt.setText('Clock: ' + (storage.clockCount || 0));
// Add 5 minutes (300 seconds) to game time
gameStartTime -= 300000; // Subtract 5 minutes from start time to effectively add time
}
}
function useTimer() {
var timerCount = storage.timerCount || 0;
if (timerCount > 0) {
storage.timerCount = timerCount - 1;
// Update display
timerPowerTxt.setText('Timer: ' + (storage.timerCount || 0));
// Add 1 minute (60 seconds) to game time
gameStartTime -= 60000; // Subtract 1 minute from start time to effectively add time
}
}
function useSkip() {
var skipCount = storage.skipCount || 0;
if (skipCount > 0) {
storage.skipCount = skipCount - 1;
// Update display
skipTxt.setText('Skip: ' + (storage.skipCount || 0));
// 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) {
if (slotIndex >= 0 && slotIndex < savedGames.length && savedGames[slotIndex]) {
var gameData = savedGames[slotIndex];
if (gameData && typeof gameData.level === 'number' && typeof gameData.coins === 'number') {
currentLevel = Math.max(1, Math.min(500, gameData.level));
coins = Math.max(0, 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 update power-up inventory display
function updatePowerUpDisplay() {
bombTxt.setText('Bomb: ' + (storage.bombCount || 0));
lightbulbTxt.setText('Hint: ' + (storage.hintCount || 0));
clockTxt.setText('Clock: ' + (storage.clockCount || 0));
timerPowerTxt.setText('Timer: ' + (storage.timerCount || 0));
skipTxt.setText('Skip: ' + (storage.skipCount || 0));
}
// 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;
playBackBtn.visible = true;
// Update power-up display
updatePowerUpDisplay();
// 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();
};
// Saved Games button click handler
savedGamesBtn.down = function (x, y, obj) {
menuContainer.visible = false;
savedGamesContainer.visible = true;
// Update saved games display
for (var i = 0; i < saveSlots.length; 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;
}
};
// World screen container
var worldContainer = new Container();
worldContainer.visible = false;
// Add worldbackground as background
var worldContainerBackground = LK.getAsset('worldbackground', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 20,
scaleY: 27
});
worldContainerBackground.x = 2048 / 2;
worldContainerBackground.y = 2732 / 2;
worldContainer.addChild(worldContainerBackground);
game.addChild(worldContainer);
var worldTitleTxt = new Text2('YOUR SPOOKY WORLD', {
size: 120,
fill: 0x4B0082,
fontWeight: 'bold'
});
worldTitleTxt.anchor.set(0.5, 0.5);
worldTitleTxt.x = 2048 / 2;
worldTitleTxt.y = 400;
worldContainer.addChild(worldTitleTxt);
var worldInstructionTxt = new Text2('Drag buildings to place them in your world', {
size: 60,
fill: 0x000000,
fontWeight: 'bold'
});
worldInstructionTxt.anchor.set(0.5, 0.5);
worldInstructionTxt.x = 2048 / 2;
worldInstructionTxt.y = 500;
worldContainer.addChild(worldInstructionTxt);
// World back button
var worldBackBtn = new Text2('BACK TO MENU', {
size: 80,
fill: 0xCCCCCC,
fontWeight: 'bold'
});
worldBackBtn.anchor.set(0.5, 0.5);
worldBackBtn.x = 2048 / 2;
worldBackBtn.y = 2400;
worldContainer.addChild(worldBackBtn);
// Array to store placed buildings
var placedBuildings = [];
// World button click handler
worldBtn.down = function (x, y, obj) {
menuContainer.visible = false;
worldContainer.visible = true;
createWorldBuildings();
};
// World back button handler
worldBackBtn.down = function (x, y, obj) {
worldContainer.visible = false;
menuContainer.visible = true;
saveWorldState();
};
// Function to create world buildings based on purchased items
function createWorldBuildings() {
// Clear existing buildings
for (var i = 0; i < placedBuildings.length; i++) {
placedBuildings[i].destroy();
}
placedBuildings = [];
// Load saved positions from flattened storage structure
var savedPositions = {};
for (var i = 0; i < placedBuildings.length; i++) {
var building = placedBuildings[i];
var x = storage['buildingPos_' + building.buildingId + '_x'];
var y = storage['buildingPos_' + building.buildingId + '_y'];
if (x !== undefined && y !== undefined) {
savedPositions[building.buildingId] = {
x: x,
y: y
};
}
}
var buildingY = 700;
var buildingX = 150;
var buildingSpacing = 300;
// Create buildings based on purchased counts
var mansionCount = storage.mansionCount || 0;
for (var i = 0; i < mansionCount; i++) {
var mansion = createBuilding('Haunted Mansion', 0x4B0082, buildingX, buildingY, 'mansion_' + i);
placedBuildings.push(mansion);
worldContainer.addChild(mansion);
buildingX += buildingSpacing;
if (buildingX > 1800) {
buildingX = 150;
buildingY += 250;
}
}
var hutCount = storage.hutCount || 0;
for (var i = 0; i < hutCount; i++) {
var hut = createBuilding('Witch Hut', 0x228B22, buildingX, buildingY, 'hut_' + i);
placedBuildings.push(hut);
worldContainer.addChild(hut);
buildingX += buildingSpacing;
if (buildingX > 1800) {
buildingX = 150;
buildingY += 250;
}
}
var patchCount = storage.patchCount || 0;
for (var i = 0; i < patchCount; i++) {
var patch = createBuilding('Pumpkin Patch', 0xFF8C00, buildingX, buildingY, 'patch_' + i);
placedBuildings.push(patch);
worldContainer.addChild(patch);
buildingX += buildingSpacing;
if (buildingX > 1800) {
buildingX = 150;
buildingY += 250;
}
}
var towerCount = storage.towerCount || 0;
for (var i = 0; i < towerCount; i++) {
var tower = createBuilding('Ghostly Tower', 0xF5F5F5, buildingX, buildingY, 'tower_' + i);
placedBuildings.push(tower);
worldContainer.addChild(tower);
buildingX += buildingSpacing;
if (buildingX > 1800) {
buildingX = 150;
buildingY += 250;
}
}
var castleCount = storage.castleCount || 0;
for (var i = 0; i < castleCount; i++) {
var castle = createBuilding('Vampire Castle', 0x8B0000, buildingX, buildingY, 'castle_' + i);
placedBuildings.push(castle);
worldContainer.addChild(castle);
buildingX += buildingSpacing;
if (buildingX > 1800) {
buildingX = 150;
buildingY += 250;
}
}
var ghostCount = storage.ghostCount || 0;
for (var i = 0; i < ghostCount; i++) {
var ghost = createBuilding('Friendly Ghost', 0xD3D3D3, buildingX, buildingY, 'ghost_' + i);
placedBuildings.push(ghost);
worldContainer.addChild(ghost);
buildingX += buildingSpacing;
if (buildingX > 1800) {
buildingX = 150;
buildingY += 250;
}
}
var wizardCount = storage.wizardCount || 0;
for (var i = 0; i < wizardCount; i++) {
var wizard = createBuilding('Wizard', 0x191970, buildingX, buildingY, 'wizard_' + i);
placedBuildings.push(wizard);
worldContainer.addChild(wizard);
buildingX += buildingSpacing;
if (buildingX > 1800) {
buildingX = 150;
buildingY += 250;
}
}
var catCount = storage.catCount || 0;
for (var i = 0; i < catCount; i++) {
var cat = createBuilding('Black Cat', 0x000000, buildingX, buildingY, 'cat_' + i);
placedBuildings.push(cat);
worldContainer.addChild(cat);
buildingX += buildingSpacing;
if (buildingX > 1800) {
buildingX = 150;
buildingY += 250;
}
}
// Apply saved positions
for (var i = 0; i < placedBuildings.length; i++) {
var building = placedBuildings[i];
if (savedPositions[building.buildingId]) {
building.x = savedPositions[building.buildingId].x;
building.y = savedPositions[building.buildingId].y;
}
}
}
// Function to create a draggable building
function createBuilding(name, color, x, y, buildingId) {
var building = new Container();
building.buildingId = buildingId;
// Create building visual - use appropriate asset based on building type
var assetName = 'hauntedMansion'; // default fallback
if (name === 'Haunted Mansion') assetName = 'hauntedMansion';else if (name === 'Witch Hut') assetName = 'witchHut';else if (name === 'Pumpkin Patch') assetName = 'pumpkinPatch';else if (name === 'Ghostly Tower') assetName = 'ghostlyTower';else if (name === 'Vampire Castle') assetName = 'vampireCastle';else if (name === 'Friendly Ghost') assetName = 'friendlyGhost';else if (name === 'Wizard') assetName = 'wizard';else if (name === 'Black Cat') assetName = 'blackCat';
var buildingShape = LK.getAsset(assetName, {
anchorX: 0.5,
anchorY: 0.5
});
building.addChild(buildingShape);
// Create building label
var buildingLabel = new Text2(name, {
size: 30,
fill: 0x000000,
fontWeight: 'bold'
});
buildingLabel.anchor.set(0.5, 0.5);
buildingLabel.y = 100;
building.addChild(buildingLabel);
building.x = x;
building.y = y;
// Make building draggable
building.isDragging = false;
building.down = function (x, y, obj) {
building.isDragging = true;
building.dragOffsetX = x - building.x;
building.dragOffsetY = y - building.y;
};
building.up = function (x, y, obj) {
building.isDragging = false;
};
return building;
}
// Function to save world state
function saveWorldState() {
var positions = {};
for (var i = 0; i < placedBuildings.length; i++) {
var building = placedBuildings[i];
positions[building.buildingId] = {
x: building.x,
y: building.y
};
}
// Store positions as individual key-value pairs to avoid object nesting issues
for (var buildingId in positions) {
storage['buildingPos_' + buildingId + '_x'] = positions[buildingId].x;
storage['buildingPos_' + buildingId + '_y'] = positions[buildingId].y;
}
}
// Handle building dragging
var draggedBuilding = null;
// World container mouse handlers
worldContainer.move = function (x, y, obj) {
for (var i = 0; i < placedBuildings.length; i++) {
var building = placedBuildings[i];
if (building.isDragging) {
// Keep buildings within world bounds
var newX = Math.max(100, Math.min(1948, x - building.dragOffsetX));
var newY = Math.max(600, Math.min(2300, y - building.dragOffsetY));
building.x = newX;
building.y = newY;
break;
}
}
};
worldContainer.up = function (x, y, obj) {
for (var i = 0; i < placedBuildings.length; i++) {
var building = placedBuildings[i];
if (building.isDragging) {
building.isDragging = false;
break;
}
}
};
// Saved Games back button click handler
savedGamesBackBtn.down = function (x, y, obj) {
savedGamesContainer.visible = false;
menuContainer.visible = true;
};
// 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 and go back to menu
loadGame(slotIndex);
savedGamesContainer.visible = false;
menuContainer.visible = true;
} else {
// Save current game to empty slot
saveGame(slotIndex);
}
};
}
// Shop button click handler
shopBtn.down = function (x, y, obj) {
menuContainer.visible = false;
shopContainer.visible = true;
shopCoinsTxt.setText('Coins: ' + coins);
};
// Tab switching handlers
powerUpTabBtn.down = function (x, y, obj) {
powerUpTabContainer.visible = true;
buildingTabContainer.visible = false;
powerUpTabBtn.fill = 0x4ECDC4;
buildingTabBtn.fill = 0x666666;
};
buildingTabBtn.down = function (x, y, obj) {
powerUpTabContainer.visible = false;
buildingTabContainer.visible = true;
powerUpTabBtn.fill = 0x666666;
buildingTabBtn.fill = 0x8B4513;
};
// Building purchase handlers
hauntedMansionBtn.down = function (x, y, obj) {
buyHauntedMansion();
};
witchHutBtn.down = function (x, y, obj) {
buyWitchHut();
};
pumpkinPatchBtn.down = function (x, y, obj) {
buyPumpkinPatch();
};
ghostlyTowerBtn.down = function (x, y, obj) {
buyGhostlyTower();
};
vampireCastleBtn.down = function (x, y, obj) {
buyVampireCastle();
};
friendlyGhostBtn.down = function (x, y, obj) {
buyFriendlyGhost();
};
wizardBtn.down = function (x, y, obj) {
buyWizard();
};
blackCatBtn.down = function (x, y, obj) {
buyBlackCat();
};
// Shop power-up purchase handlers
shopBombBtn.down = function (x, y, obj) {
buyBomb();
};
shopHintBtn.down = function (x, y, obj) {
buyHint();
};
shopClockBtn.down = function (x, y, obj) {
buyClock();
};
shopTimerBtn.down = function (x, y, obj) {
buyTimer();
};
shopSkipBtn.down = function (x, y, obj) {
buySkip();
};
// Back to menu button handler
shopBackBtn.down = function (x, y, obj) {
shopContainer.visible = false;
menuContainer.visible = true;
coinsInfoTxt.setText('Coins: ' + coins);
};
// Create back button for play function
var playBackBtn = new Text2('BACK TO MENU', {
size: 60,
fill: 0xCCCCCC,
fontWeight: 'bold'
});
playBackBtn.anchor.set(0.5, 0);
LK.gui.topRight.addChild(playBackBtn);
playBackBtn.x = -100;
playBackBtn.y = 100;
playBackBtn.visible = false;
// Back button click handler for play function
playBackBtn.down = function (x, y, obj) {
// Return to menu
showMenu = true;
menuContainer.visible = true;
// Hide game UI elements
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;
playBackBtn.visible = false;
// Clear existing cards
for (var i = 0; i < cards.length; i++) {
cards[i].destroy();
}
cards = [];
flippedCards = [];
// Reset game state variables
moves = 0;
gameCompleted = false;
canFlipCards = true;
gameOver = false;
// Hide level complete text if visible
levelCompleteTxt.visible = false;
// Update menu display with current values
levelInfoTxt.setText('Current Level: ' + currentLevel);
coinsInfoTxt.setText('Coins: ' + coins);
progressTxt.setText('Progress: ' + currentLevel + '/500');
};
// Play button click handler
playBtn.down = function (x, y, obj) {
// Always start from level 1 when play button is pressed
currentLevel = 1;
storage.currentLevel = currentLevel;
// Reset coin count when play button is pressed
coins = 0;
storage.coins = coins;
coinsTxt.setText('Coins: ' + coins);
coinsInfoTxt.setText('Coins: ' + coins);
levelTxt.setText('Level: ' + currentLevel);
levelInfoTxt.setText('Current Level: ' + currentLevel);
progressTxt.setText('Progress: ' + currentLevel + '/500');
// Reset game state variables for fresh start
moves = 0;
gameCompleted = false;
canFlipCards = true;
gameOver = false;
flippedCards = [];
// Clear existing cards if any
for (var i = 0; i < cards.length; i++) {
cards[i].destroy();
}
cards = [];
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
@@ -111,10 +111,10 @@
/****
* Game Code
****/
-// Game state variables
// Game variables
+// Game state variables
function _typeof(o) {
"@babel/helpers - typeof";
return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) {
return typeof o;