Code edit (5 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: 'scoreTxt.anchor.set(0.5, 0);' Line Number: 132
Code edit (2 edits merged)
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when a word is correct, remove it from the levels[currentLevel].words array
Code edit (1 edits merged)
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Code edit (15 edits merged)
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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
Code edit (17 edits merged)
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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
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each level should have it's letters, but also a set of acceptable words. please make a structure for that.
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once the first letter on each level is clicked, a submit button shoud appear below the leters
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once a letter is clicked, it should become 0.5 alpha and unclickable
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please adda black outline to backboardtext
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/**** 
* 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",
		weight: 300
	});
	letterText.anchor.set(0.5, 0.5);
	self.addChild(letterText);
	self.setLetter = function (letter) {
		self.letter = letter;
		letterText.setText(letter);
	};
	self.clickable = true;
	self.down = function (x, y, obj) {
		if (self.clickable) {
			writeLetterOnBlackboard(self.letter);
			currentWord += self.letter;
			self.alpha = 0.5;
			self.clickable = false; // 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: ", currentWord);
		// Add logic to handle submit action
		if (levels[currentLevel].words.includes(currentWord)) {
			console.log('correct');
			var scoreIncrement = currentWord.length;
			LK.setScore(LK.getScore() + scoreIncrement);
			scoreTxt.setText(LK.getScore());
			// Create star explosion effect
			createStarExplosion(400 + blackboardOffsetX, 400 + blackboardOffsetY);
			blackBoardArr = [];
			blackboardOffsetX = 0;
			blackboardOffsetY += 120;
			game.children.forEach(function (child) {
				if (child instanceof LetterTile) {
					child.alpha = 1;
					child.clickable = true;
				}
			});
			currentWord = "";
		} else {
			console.log('incorrect');
			// Destroy the letters on the blackboard
			clearBlackBoard();
			// Reset the letter tiles
			game.children.forEach(function (child) {
				if (child instanceof LetterTile) {
					child.alpha = 1;
					child.clickable = true;
				}
			});
			blackboardOffsetX = 0;
			currentWord = "";
		}
	};
	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() {
	blackBoardArr.forEach(function (child) {
		child.destroy();
	});
	blackBoardArr = [];
}
var blackBoardArr = [];
var currentWord = "";
var scoreTxt = new Text2('0', {
	size: 150,
	fill: "#ADD8E6",
	stroke: "#000000",
	strokeThickness: 10
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
var blackboardOffsetX = 0;
var blackboardOffsetY = 0;
function writeLetterOnBlackboard(letter) {
	var blackboardText = new Text2(letter, {
		size: 120,
		fill: "#ffffff",
		stroke: "#000000",
		strokeThickness: 10
	});
	blackboardText.anchor.set(0.5, 0.5);
	blackboardText.x = 400 + blackboardOffsetX;
	blackboardText.y = 400 + blackboardOffsetY;
	game.addChild(blackboardText);
	blackBoardArr.push(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
});
var teacher = new Teacher();
game.addChild(background);
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.
	LK.setScore(0);
	scoreTxt.setText(LK.getScore());
	// Reset the letter tiles
	game.children.forEach(function (child) {
		if (child instanceof LetterTile) {
			child.alpha = 1;
			child.down = function (x, y, obj) {
				writeLetterOnBlackboard(self.letter);
				currentWord += self.letter;
				self.alpha = 0.5;
				self.down = null; // Make it unclickable
			};
		}
	});
	blackboardOffsetX = 0;
	currentWord = "";
	displayLettersInLine();
}
// 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 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']
}];
var levels5 = [{
	letters: ['T', 'D', 'E', 'I'],
	words: ['DIET', 'EDIT', 'TIDE', 'TIED']
}, {
	letters: ['T', 'E', 'L', 'A', 'R'],
	words: ['ALTER', '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;
}
// Initialize variables
// Update function
game.update = function () {
	// Game update logic
};
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);
	}
} ===================================================================
--- original.js
+++ change.js
@@ -52,9 +52,9 @@
 			var scoreIncrement = currentWord.length;
 			LK.setScore(LK.getScore() + scoreIncrement);
 			scoreTxt.setText(LK.getScore());
 			// Create star explosion effect
-			createStarExplosion(blackboardOffsetX, blackboardOffsetY);
+			createStarExplosion(400 + blackboardOffsetX, 400 + blackboardOffsetY);
 			blackBoardArr = [];
 			blackboardOffsetX = 0;
 			blackboardOffsetY += 120;
 			game.children.forEach(function (child) {
:quality(85)/https://cdn.frvr.ai/66d3a667651049126fa09142.png%3F3) 
 A smooth, clean, blank and empty scrabble tile for a game.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/66d3a939651049126fa0916f.png%3F3) 
 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.
:quality(85)/https://cdn.frvr.ai/66d3af1b651049126fa091c5.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/66d3c360651049126fa09256.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/66d4a84467ce33ddda303f05.png%3F3) 
 A small golden star. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/66d4bdf567ce33ddda303f57.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/66d4bfd767ce33ddda303f71.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/66d4c3aa67ce33ddda303faf.png%3F3)