Code edit (21 edits merged)
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Code edit (2 edits merged)
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'anchor')' in or related to this line: 'levelText.anchor.x = 0.5;' Line Number: 125
Code edit (1 edits merged)
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/**** * Classes ****/ var BlackboardPlaceholder = Container.expand(function () { var self = Container.call(this); var bpGraphics = self.attachAsset('blackboardPlaceholder', { anchorX: 0.5, anchorY: 0.5 }); return self; }); var Cat = Container.expand(function () { var self = Container.call(this); var catGraphics = self.attachAsset('cat', { anchorX: 0.5, anchorY: 0.5 }); self.count = 0; self.down = function (x, y, obj) { //gameWon(); LK.getSound('meow').play(); self.update = function () { if (self.y > 1550) { self.y -= 10; } self.count++; if (self.count > 90) { self.y = 1670; self.count = 0; self.update = null; } }; }; return self; }); var LetterOnBlackboard = Container.expand(function () { var self = Container.call(this); self.letter = ''; var blackboardText = new Text2(self.letter, { size: 120, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 10 }); blackboardText.anchor.set(0.5, 0.5); self.addChild(blackboardText); self.setLetter = function (letter) { self.letter = letter; blackboardText.setText(letter); }; return self; }); //<Assets used in the game will automatically appear here> // Class for Letter Tiles var LetterTile = Container.expand(function () { var self = Container.call(this); self.letter = ''; var tileGraphics = self.attachAsset('tile', { anchorX: 0.5, anchorY: 0.5 }); var letterText = new Text2(self.letter, { size: 150, fill: 0x000000, weight: 300 }); letterText.anchor.set(0.5, 0.5); self.addChild(letterText); self.setLetter = function (letter) { self.letter = letter; letterText.setText(letter); }; self.clickAddRemove = true; self.clickable = true; self.down = function (x, y, obj) { if (self.clickAddRemove) { LK.getSound('tap').play(); writeLetterOnBlackboard(self.letter); currentWord += self.letter; self.alpha = 0.5; self.clickAddRemove = false; // Make it unclickable } else { LK.getSound('tap').play(); //writeLetterOnBlackboard(self.letter); if (removeLastLetterOnBlackBoard(self.letter)) { self.alpha = 1; self.clickAddRemove = true; } //currentWord += self.letter; } }; return self; }); var LevelText = Container.expand(function () { var self = Container.call(this); self.levelTxt = new Text2('Level 1', { size: 80, fill: 0xDDDDDD, stroke: 0x000000, strokeThickness: 10, weight: 800 }); self.levelTxt.anchor.x = 0.5; //levelTxt.x = 2048 / 2; //levelTxt.y = 200; self.addChild(self.levelTxt); self.updateLabel = function (val) { self.levelTxt.setText('Level ' + val); }; return self; }); var NextLevelBackground = Container.expand(function () { var self = Container.call(this); var bgGrpahics = self.attachAsset('nextLevelBg', { anchorX: 0, anchorY: 0.5, alpha: 0.8 }); return self; }); var Rabbit = Container.expand(function () { var self = Container.call(this); var rabbitGraphics = self.attachAsset('rabbit', { anchorX: 0.5, anchorY: 0.5 }); self.count = 0; self.down = function (x, y, obj) { LK.getSound('rabbitSound').play(); self.update = function () { if (self.y > 1550) { self.y -= 10; } self.count++; if (self.count > 90) { self.y = 1700; self.count = 0; self.update = null; } }; }; return self; }); var SubmitButton = Container.expand(function () { var self = Container.call(this); var buttonGraphics = self.attachAsset('submitButton', { anchorX: 0.5, anchorY: 0.5 }); var buttonText = new Text2('Submit', { size: 100, fill: 0x000000 }); buttonText.anchor.set(0.5, 0.5); self.addChild(buttonText); self.down = function (x, y, obj) { //console.log("Submit button clicked: ", currentWord); // Add logic to handle submit action if (levels[currentLevel].words.includes(currentWord)) { //LK.getSound('correctWord').play(); // Remove the correct word from the levels[currentLevel].words array levels[currentLevel].words = levels[currentLevel].words.filter(function (word) { return word !== currentWord; }); //console.log('correct'); var scoreIncrement = currentWord.length; scoreIncrement *= streakMult; streak += 1; updateStreakText(); LK.setScore(LK.getScore() + scoreIncrement); scoreTxt.setText('Score: ' + LK.getScore()); // Create star explosion effect createStarExplosion(500, 400 + blackboardOffsetY); createScoreNotice(500, 400 + blackboardOffsetY, scoreIncrement); blackBoardArr = []; blackboardOffsetX = 0; blackboardOffsetY += 120; game.children.forEach(function (child) { if (child instanceof LetterTile) { child.alpha = 1; child.clickable = true; child.clickAddRemove = true; } }); currentWord = ""; //console.log('length: ', levels[currentLevel].words.length); if (levels[currentLevel].words.length == 0) { LK.getSound('nextLevel').play(); advanceToNextLevel(); } else { LK.getSound('correctWord').play(); } } else { //console.log('incorrect'); LK.getSound('wrongWord').play(); streak = 0; updateStreakText(); // Destroy the letters on the blackboard clearBlackBoard(false); // Reset the letter tiles game.children.forEach(function (child) { if (child instanceof LetterTile) { child.alpha = 1; child.clickable = true; child.clickAddRemove = true; } }); blackboardOffsetX = 0; currentWord = ""; LK.setScore(LK.getScore() - 1); scoreTxt.setText('Score: ' + LK.getScore()); } }; return self; }); var Teacher = Container.expand(function () { var self = Container.call(this); var teacherGraphics = self.attachAsset('teacher', { anchorX: 0.5, anchorY: 0.5 }); return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ function clearBlackBoard() { var placeholdersToo = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : true; blackBoardArr.forEach(function (child) { child.destroy(); }); blackBoardArr = []; if (placeholdersToo) { placeholderArr.forEach(function (child) { child.destroy(); }); placeholderArr = []; } } var streak = 0; var streakText = new Text2('Streak: 0', { size: 60, fill: 0xFFFFED, stroke: 0x000000, strokeThickness: 10, weight: 800 }); //streakText.anchor.set(-0.5, 0); //streakText.anchor.set(0, 0); streakText.anchor.set(1.1, 0); //LK.gui.topLeft.addChild(streakText); LK.gui.topRight.addChild(streakText); //streakText.x += 100; // Add event listener to streakText streakText.down = function (x, y, obj) { showStreakInfoWindow(); }; var streakMult = 1; var blackBoardArr = []; var wholeBlackBoardArr = []; var currentWord = ""; function updateStreakText() { var streakBonus = ''; if (streak >= 60) { streakBonus = ' (x10)'; streakMult = 10; } else if (streak >= 50) { streakBonus = ' (x8)'; streakMult = 8; } else if (streak >= 40) { streakBonus = ' (x7)'; streakMult = 7; } else if (streak >= 30) { streakBonus = ' (x6)'; streakMult = 6; } else if (streak >= 20) { streakBonus = ' (x5)'; streakMult = 5; } else if (streak >= 10) { streakBonus = ' (x4)'; streakMult = 4; } else if (streak >= 5) { streakBonus = ' (x3)'; streakMult = 3; } else if (streak >= 1) { streakBonus = ' (x2)'; streakMult = 2; } else { streakBonus = ''; streakMult = 1; } streakText.setText("Streak: " + streak + streakBonus); } var scoreTxt = new Text2('Score: 0', { size: 70, fill: 0x609e8f, stroke: 0x000000, strokeThickness: 10, weight: 800 }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); /* var levelTxt = new Text2('Level 1', { size: 60, fill: "#ADD8E6", stroke: "#000000", strokeThickness: 10, weight: 800 }); levelTxt.anchor.set(1.2, 0); LK.gui.topRight.addChild(levelTxt); */ var blackboardOffsetX = 0; var blackboardOffsetY = 0; function removeLastLetterOnBlackBoard(value) { console.log('hm'); var letterVal = blackBoardArr[blackBoardArr.length - 1].letter; console.log('value and letterVal:' + value + ' ' + letterVal); if (value == letterVal) { var letter = blackBoardArr.splice(blackBoardArr.length - 1, 1)[0]; //game.addChild(blackboardText); //blackBoardArr.push(blackboardText); wholeBlackBoardArr.splice(wholeBlackBoardArr.length - 1, 1); //push(blackboardText); letter.destroy(); blackboardOffsetX -= 80; currentWord = currentWord.substr(0, currentWord.length - 1); return true; } else { return false; } } function writeLetterOnBlackboard(letter) { var blackboardText = new LetterOnBlackboard(); blackboardText.x = 400 + blackboardOffsetX; blackboardText.y = 400 + blackboardOffsetY; blackboardText.setLetter(letter); game.addChild(blackboardText); blackBoardArr.push(blackboardText); wholeBlackBoardArr.push(blackboardText); blackboardOffsetX += 80; // Adjust the offset value as needed // Check if this is the first letter clicked if (blackboardOffsetX === 80) { //submitButton = new SubmitButton(); submitButton.x = 2048 / 2; submitButton.y = 2400; game.addChild(submitButton); } } var submitButton = new SubmitButton(); ; // Add background graphic object covering the whole screen var background = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 - 50, y: 2732 / 2 - 200 }); game.addChild(background); /* var levelTxt = new Text2('Level 1', { size: 60, fill: "#ffffff", stroke: "#000000", strokeThickness: 10, weight: 800 }); levelTxt.x = 2048 / 2; levelTxt.y = 200; game.addChild(levelTxt);*/ var rabbit = new Rabbit(); rabbit.x = 250; rabbit.y = 1700; game.addChild(rabbit); var cat = new Cat(); cat.x = 1800; cat.y = 1670; game.addChild(cat); var tables = LK.getAsset('tables', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 - 50, y: 2732 / 2 - 200 }); game.addChild(tables); var levelText = new LevelText(); levelText.x = 2048 / 2; levelText.y = 250; game.addChild(levelText); var teacher = new Teacher(); teacher.x = 2048 / 2 + 380; teacher.y = 2732 / 2 - 250; game.addChild(teacher); // Function to reset the game state for the new level function resetGameStateForNewLevel() { // Logic to reset the game state for the new level letterTilesArr.forEach(function (child) { child.destroy(); }); wholeBlackBoardArr.forEach(function (child) { child.destroy(); }); submitButton.destroy(); blackboardOffsetX = 0; blackboardOffsetXY = 0; currentWord = ""; var nextLevelBackground = new NextLevelBackground(); nextLevelBackground.x = 0; nextLevelBackground.y = 1500; game.addChild(nextLevelBackground); var nextLevelText = new Text2('Level ' + (currentLevel + 1), { size: 200, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 10, align: 'center', weight: 800 }); nextLevelText.anchor.set(0.5, 0.5); nextLevelText.x = 2048 / 2; nextLevelText.y = 1500; game.addChild(nextLevelText); //LK.getSound('nextLevel').play(); LK.setTimeout(function () { nextLevelText.destroy(); nextLevelBackground.destroy(); displayLettersInLine(); }, 2000); /*LK.setTimeout(function () { nextLevelText.destroy(); displayLettersInLine(); }, 2000); // Pause for 2 seconds before displaying letters */ } var letterTilesArr = []; // Function to display letters in a line centered at height 2000 function displayLettersInLine() { var startX = 2048 / 2 - letters.length * 320 / 2 + 180; var y = 2000; for (var i = 0; i < letters.length; i++) { var x = startX + i * 320; var letterTile = new LetterTile(); letterTile.setLetter(letters[i]); letterTile.x = x; letterTile.y = y; game.addChild(letterTile); letterTilesArr.push(letterTile); } displayBlackboardPlaceholders(); } var placeholderArr = []; function displayBlackboardPlaceholders() { console.log('ok'); var words = levels[currentLevel].words; var offsetX = 0; var offsetY = 60; for (var i = 0; i < words.length; i++) { console.log('ok i'); for (var j = 0; j < words[i].length; j++) { console.log('ok j'); var p = new BlackboardPlaceholder(); p.x = 400 + offsetX; p.y = 400 + offsetY; game.addChild(p); placeholderArr.push(p); offsetX += 80; if (j == words[i].length - 1) { offsetX = 0; offsetY += 118; } } } } // Function to advance to the next level function advanceToNextLevel() { if (currentLevel < levels.length - 1) { currentLevel++; letters = getLettersForCurrentLevel(); //levelTxt.levelText.setText('Level ' + (currentLevel + 1)); levelText.updateLabel(currentLevel + 1); clearBlackBoard(); blackboardOffsetY = 0; resetGameStateForNewLevel(); } else { console.log("All levels completed!"); gameWon(); } } function gameWon() { letterTilesArr.forEach(function (child) { child.destroy(); }); submitButton.destroy(); cat.y = 1580; rabbit.y = 1550; var congratsText = new Text2('Congratulations!\nYou found all the words!', { size: 150, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 10, align: 'center', weight: 800 }); congratsText.anchor.set(0.5, 0.5); congratsText.x = 2048 / 2; congratsText.y = 900; game.addChild(congratsText); LK.setTimeout(function () { congratsText.destroy(); LK.stopMusic(); //LK.showGameOver(); LK.showYouWin(); }, 2000); // Display the message for 3 seconds } // Define levels with different sets of letters and acceptable words var levels3 = [{ letters: ['N', 'W', 'O'], words: ['NOW', 'WON', 'OWN'] }, { letters: ['A', 'E', 'T'], words: ['TEA', 'EAT', 'ATE'] }, { letters: ['A', 'M', 'R'], words: ['MAR', 'ARM', 'RAM'] }, { letters: ['A', 'T', 'P'], words: ['APT', 'PAT', 'TAP'] }, { letters: ['A', 'T', 'R'], words: ['TAR', 'ART', 'RAT'] }, { letters: ['O', 'T', 'P'], words: ['OPT', 'TOP', 'POT'] }, { letters: ['A', 'E', 'R'], words: ['EAR', 'ARE', 'ERA'] }]; var levels4 = [{ letters: ['E', 'C', 'A', 'R'], words: ['ACRE', 'CARE', 'RACE', 'ACER'] }, { letters: ['E', 'S', 'N', 'T'], words: ['NETS', 'TENS', 'SENT', 'NEST'] }, { letters: ['E', 'L', 'A', 'M'], words: ['LAME', 'MALE', 'MEAL'] }, { letters: ['S', 'D', 'E', 'U'], words: ['DUES', 'SUED', 'USED'] }, { letters: ['P', 'S', 'A', 'N'], words: ['NAPS', 'SNAP', 'PANS', 'SPAN'] }, { letters: ['A', 'L', 'R', 'I'], words: ['LAIR', 'LIAR', 'RAIL'] }, { letters: ['T', 'D', 'E', 'I'], words: ['DIET', 'EDIT', 'TIDE', 'TIED'] }]; var levels5 = [{ letters: ['T', 'E', 'L', 'A', 'R'], words: ['ALERT', 'ALTER', 'LATER'] }, { letters: ['E', 'S', 'M', 'L', 'I'], words: ['LIMES', 'SMILE', 'MILES', 'SLIME'] }, { letters: ['S', 'R', 'T', 'I', 'E'], words: ['RITES', 'TIERS', 'TRIES', 'TIRES'] }, { letters: ['P', 'S', 'A', 'E', 'H'], words: ['HEAPS', 'SHAPE', 'PHASE'] }, { letters: ['O', 'D', 'Y', 'R', 'W'], words: ['DOWRY', 'ROWDY', 'WORDY'] }, { letters: ['E', 'B', 'O', 'R', 'S'], words: ['BORES', 'ROBES', 'SOBER'] }, { letters: ['P', 'L', 'E', 'S', 'O'], words: ['LOPES', 'POLES', 'SLOPE'] }]; // Initialize the first level's letters and show level 1 when the game starts var currentLevel = 0; 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; } } shuffleArray(levels3); shuffleArray(levels4); shuffleArray(levels5); var levels = levels3.concat(levels4, levels5); var letters = getLettersForCurrentLevel(); displayLettersInLine(); // Current level index // Function to get letters for the current level function getLettersForCurrentLevel() { return levels[currentLevel].letters; } // Update function game.update = function () { // Game update logic }; function createScoreNotice(x, y, value) { var label = new Text2('+' + value, { size: 120, fill: 0xADE6D8, stroke: 0x000000, strokeThickness: 10, weight: 800 }); label.anchor.set(0.5, 0.5); label.x = x; label.y = y; game.addChild(label); var vy = -3; (function (label, vy) { var lifetime = 30; var tick = 0; var interval = LK.setInterval(function () { label.y += vy; label.alpha -= 0.25 / lifetime; tick++; if (tick >= lifetime) { label.destroy(); LK.clearInterval(interval); } }, 16); })(label, vy); } function createStarExplosion(x, y) { for (var i = 0; i < 20; i++) { var star = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, scaleX: Math.random() * 0.5 + 0.5, scaleY: Math.random() * 0.5 + 0.5, x: x, y: y }); game.addChild(star); var angle = Math.random() * Math.PI * 2; var speed = Math.random() * 10 + 5; var vx = Math.cos(angle) * speed; var vy = Math.sin(angle) * speed; (function (star, vx, vy) { var lifetime = 30; var tick = 0; var interval = LK.setInterval(function () { star.x += vx; star.y += vy; star.alpha -= 1 / lifetime; tick++; if (tick >= lifetime) { star.destroy(); LK.clearInterval(interval); } }, 16); })(star, vx, vy); } } function showStreakInfoWindow() { // Create a container for the window var streakInfoWindow = new Container(); // Create a background for the window var windowBg = LK.getAsset('nextLevelBg', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, scaleX: 0.8, scaleY: 1.7 }); windowBg.alpha = 0.8; streakInfoWindow.addChild(windowBg); // Create the text for the window var infoText = new Text2("Your streak increases with each successive correct guess, but is reset to 0 on a wrong guess.\n\nExtend your streak for better score multipliers.", { size: 60, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 10, align: 'center', wordWrap: true, wordWrapWidth: 1500 }); infoText.anchor.set(0.5, 0.5); infoText.x = 2048 / 2; infoText.y = 2732 / 2 - 50; streakInfoWindow.addChild(infoText); // Create the close button var closeButton = new Text2("Close", { size: 80, fill: 0xFF0000, stroke: 0x000000, strokeThickness: 10, align: 'center' }); closeButton.anchor.set(0.5, 0.5); closeButton.x = 2048 / 2; closeButton.y = 2732 / 2 + 200; streakInfoWindow.addChild(closeButton); // Add event listener to close button closeButton.down = function (x, y, obj) { streakInfoWindow.destroy(); }; // Add the window to the game game.addChild(streakInfoWindow); }
===================================================================
--- original.js
+++ change.js
@@ -37,10 +37,10 @@
var self = Container.call(this);
self.letter = '';
var blackboardText = new Text2(self.letter, {
size: 120,
- fill: "#ffffff",
- stroke: "#000000",
+ fill: 0xFFFFFF,
+ stroke: 0x000000,
strokeThickness: 10
});
blackboardText.anchor.set(0.5, 0.5);
self.addChild(blackboardText);
@@ -60,9 +60,9 @@
anchorY: 0.5
});
var letterText = new Text2(self.letter, {
size: 150,
- fill: "#000000",
+ fill: 0x000000,
weight: 300
});
letterText.anchor.set(0.5, 0.5);
self.addChild(letterText);
@@ -92,19 +92,22 @@
return self;
});
var LevelText = Container.expand(function () {
var self = Container.call(this);
- var levelTxt = new Text2('Level 1', {
+ self.levelTxt = new Text2('Level 1', {
size: 80,
- fill: "#ffffff",
- stroke: "#000000",
+ fill: 0xDDDDDD,
+ stroke: 0x000000,
strokeThickness: 10,
weight: 800
});
- levelTxt.anchor.x = 0.5;
+ self.levelTxt.anchor.x = 0.5;
//levelTxt.x = 2048 / 2;
//levelTxt.y = 200;
- self.addChild(levelTxt);
+ self.addChild(self.levelTxt);
+ self.updateLabel = function (val) {
+ self.levelTxt.setText('Level ' + val);
+ };
return self;
});
var NextLevelBackground = Container.expand(function () {
var self = Container.call(this);
@@ -145,9 +148,9 @@
anchorY: 0.5
});
var buttonText = new Text2('Submit', {
size: 100,
- fill: "#000000"
+ fill: 0x000000
});
buttonText.anchor.set(0.5, 0.5);
self.addChild(buttonText);
self.down = function (x, y, obj) {
@@ -244,16 +247,18 @@
}
var streak = 0;
var streakText = new Text2('Streak: 0', {
size: 60,
- fill: "#FFFFED",
- stroke: "#000000",
+ fill: 0xFFFFED,
+ stroke: 0x000000,
strokeThickness: 10,
weight: 800
});
//streakText.anchor.set(-0.5, 0);
-streakText.anchor.set(0, 0);
-LK.gui.topLeft.addChild(streakText);
+//streakText.anchor.set(0, 0);
+streakText.anchor.set(1.1, 0);
+//LK.gui.topLeft.addChild(streakText);
+LK.gui.topRight.addChild(streakText);
//streakText.x += 100;
// Add event listener to streakText
streakText.down = function (x, y, obj) {
showStreakInfoWindow();
@@ -295,10 +300,10 @@
streakText.setText("Streak: " + streak + streakBonus);
}
var scoreTxt = new Text2('Score: 0', {
size: 70,
- fill: "#ADE6D8",
- stroke: "#000000",
+ fill: 0x609e8f,
+ stroke: 0x000000,
strokeThickness: 10,
weight: 800
});
scoreTxt.anchor.set(0.5, 0);
@@ -387,9 +392,9 @@
});
game.addChild(tables);
var levelText = new LevelText();
levelText.x = 2048 / 2;
-levelText.y = 200;
+levelText.y = 250;
game.addChild(levelText);
var teacher = new Teacher();
teacher.x = 2048 / 2 + 380;
teacher.y = 2732 / 2 - 250;
@@ -412,10 +417,10 @@
nextLevelBackground.y = 1500;
game.addChild(nextLevelBackground);
var nextLevelText = new Text2('Level ' + (currentLevel + 1), {
size: 200,
- fill: "#ffffff",
- stroke: "#000000",
+ fill: 0xFFFFFF,
+ stroke: 0x000000,
strokeThickness: 10,
align: 'center',
weight: 800
});
@@ -478,9 +483,10 @@
function advanceToNextLevel() {
if (currentLevel < levels.length - 1) {
currentLevel++;
letters = getLettersForCurrentLevel();
- levelTxt.setText('Level ' + (currentLevel + 1));
+ //levelTxt.levelText.setText('Level ' + (currentLevel + 1));
+ levelText.updateLabel(currentLevel + 1);
clearBlackBoard();
blackboardOffsetY = 0;
resetGameStateForNewLevel();
} else {
@@ -496,10 +502,10 @@
cat.y = 1580;
rabbit.y = 1550;
var congratsText = new Text2('Congratulations!\nYou found all the words!', {
size: 150,
- fill: "#ffffff",
- stroke: "#000000",
+ fill: 0xFFFFFF,
+ stroke: 0x000000,
strokeThickness: 10,
align: 'center',
weight: 800
});
@@ -509,9 +515,10 @@
game.addChild(congratsText);
LK.setTimeout(function () {
congratsText.destroy();
LK.stopMusic();
- LK.showGameOver();
+ //LK.showGameOver();
+ LK.showYouWin();
}, 2000); // Display the message for 3 seconds
}
// Define levels with different sets of letters and acceptable words
var levels3 = [{
@@ -607,10 +614,10 @@
};
function createScoreNotice(x, y, value) {
var label = new Text2('+' + value, {
size: 120,
- fill: "#ADE6D8",
- stroke: "#000000",
+ fill: 0xADE6D8,
+ stroke: 0x000000,
strokeThickness: 10,
weight: 800
});
label.anchor.set(0.5, 0.5);
@@ -679,10 +686,10 @@
streakInfoWindow.addChild(windowBg);
// Create the text for the window
var infoText = new Text2("Your streak increases with each successive correct guess, but is reset to 0 on a wrong guess.\n\nExtend your streak for better score multipliers.", {
size: 60,
- fill: "#ffffff",
- stroke: "#000000",
+ fill: 0xFFFFFF,
+ stroke: 0x000000,
strokeThickness: 10,
align: 'center',
wordWrap: true,
wordWrapWidth: 1500
@@ -693,10 +700,10 @@
streakInfoWindow.addChild(infoText);
// Create the close button
var closeButton = new Text2("Close", {
size: 80,
- fill: "#ff0000",
- stroke: "#000000",
+ fill: 0xFF0000,
+ stroke: 0x000000,
strokeThickness: 10,
align: 'center'
});
closeButton.anchor.set(0.5, 0.5);
A smooth, clean, blank and empty scrabble tile for a game.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A clean, warm and welcoming classroom in a school, facing the blackboard.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A small golden star. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.