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please implement function gameWon such that it displays a message 'Congratulations! You found all the worrd!' for a few seconds before calling KLshowGameOver.
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Please fix the bug: 'Uncaught TypeError: letterTilesArr is not a function' in or related to this line: 'letterTilesArr(letterTile);' Line Number: 235
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'anchor')' in or related to this line: 'scoreTxt.anchor.set(0.5, 0);' Line Number: 132
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when a word is correct, remove it from the levels[currentLevel].words array
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make a small star explosion on the blackboard when a word is correct
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Please fix the bug: 'Uncaught ReferenceError: blackBoardText is not defined' in or related to this line: 'blackBoardArr.push(blackBoardText);' Line Number: 129
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when a submitted word is incorrect, destroy the letters on the blackboard and reset the lettertiles to alpha 1 and being clickable
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when a submitted word is correct, add 1 point of score for each letter in the word and update a scorelabel with the new score
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'letters')' in or related to this line: 'return levels[currentLevel].letters;' Line Number: 214
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Please fix the bug: 'Uncaught ReferenceError: levels is not defined' in or related to this line: 'return levels[currentLevel];' Line Number: 240
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please populate the levels array with 10 sets of 3 letters and the words these can spell out
/****
* Classes
****/
//<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: 100,
fill: "#000000"
});
letterText.anchor.set(0.5, 0.5);
self.addChild(letterText);
self.setLetter = function (letter) {
self.letter = letter;
letterText.setText(letter);
};
self.down = function (x, y, obj) {
writeLetterOnBlackboard(self.letter);
self.alpha = 0.5;
self.down = null; // Make it unclickable
};
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: "#000000"
});
buttonText.anchor.set(0.5, 0.5);
self.addChild(buttonText);
self.down = function (x, y, obj) {
console.log("Submit button clicked");
// Add logic to handle submit action
};
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
****/
var blackboardOffsetX = 0;
function writeLetterOnBlackboard(letter) {
var blackboardText = new Text2(letter, {
size: 150,
fill: "#ffffff",
stroke: "#000000",
strokeThickness: 10
});
blackboardText.anchor.set(0.5, 0.5);
blackboardText.x = 400 + blackboardOffsetX;
blackboardText.y = 400;
game.addChild(blackboardText);
blackboardOffsetX += 110; // Adjust the offset value as needed
// Check if this is the first letter clicked
if (blackboardOffsetX === 110) {
var submitButton = new SubmitButton();
submitButton.x = 2048 / 2;
submitButton.y = 2400;
game.addChild(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 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
// For example, clear the board, reset the score, etc.
displayLettersInLine();
}
// Function to display letters in a circle
function displayLettersInCircle() {
var centerX = 2048 / 2;
var centerY = 2732 * 0.75;
var radius = 300;
// Add larger circle behind the letters
var largerCircle = LK.getAsset('largerCircle', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 10,
scaleY: 10
});
largerCircle.x = centerX;
largerCircle.y = centerY;
game.addChild(largerCircle);
var angleStep = 2 * Math.PI / letters.length;
for (var i = 0; i < letters.length; i++) {
var angle = i * angleStep + Math.PI / 2;
var x = centerX + radius * Math.cos(angle);
var y = centerY + radius * Math.sin(angle);
var letterTile = new LetterTile();
letterTile.setLetter(letters[i]);
letterTile.x = x;
letterTile.y = y;
game.addChild(letterTile);
}
}
// Function to display letters in a line centered at height 2000
function displayLettersInLine() {
var startX = 2048 / 2 - letters.length * 220 / 2;
var y = 2000;
for (var i = 0; i < letters.length; i++) {
var x = startX + i * 220;
var letterTile = new LetterTile();
letterTile.setLetter(letters[i]);
letterTile.x = x;
letterTile.y = y;
game.addChild(letterTile);
}
}
// Function to advance to the next level
function advanceToNextLevel() {
if (currentLevel < levels.length - 1) {
currentLevel++;
letters = getLettersForCurrentLevel();
resetGameStateForNewLevel();
} else {
console.log("All levels completed!");
}
}
// Define levels with different sets of letters and acceptable words
var levels = [{
letters: ['N', 'W', 'O'],
words: ['NOW', 'WON']
}, {
letters: ['F', 'G', 'H', 'I', 'J'],
words: ['HIGH', 'FIG']
}, {
letters: ['K', 'L', 'M', 'N', 'O'],
words: ['MONK', 'LOAN']
}, {
letters: ['A', 'B', 'C'],
words: ['CAB', 'BAC']
}, {
letters: ['D', 'E', 'F'],
words: ['FED', 'DEF']
}, {
letters: ['G', 'H', 'I'],
words: ['HIGH', 'HIG']
}, {
letters: ['J', 'K', 'L'],
words: ['JLK', 'KLJ']
}, {
letters: ['M', 'N', 'O'],
words: ['MON', 'NOM']
}, {
letters: ['P', 'Q', 'R'],
words: ['RPQ', 'QRP']
}, {
letters: ['S', 'T', 'U'],
words: ['UST', 'TSU']
}];
// Initialize the first level's letters and show level 1 when the game starts
var currentLevel = 0;
var letters = getLettersForCurrentLevel();
displayLettersInLine();
// Current level index
// Function to get letters for the current level
function getLettersForCurrentLevel() {
return levels[currentLevel];
}
// Initialize variables
// Update function
game.update = function () {
// Game update logic
};
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.