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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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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
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when a word is correct, remove it from the levels[currentLevel].words array
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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
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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
/**** * 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)) { // 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; LK.setScore(LK.getScore() + scoreIncrement); scoreTxt.setText('Score: ' + LK.getScore()); // Create star explosion effect createStarExplosion(500, 400 + blackboardOffsetY); blackBoardArr = []; blackboardOffsetX = 0; blackboardOffsetY += 120; game.children.forEach(function (child) { if (child instanceof LetterTile) { child.alpha = 1; child.clickable = true; } }); currentWord = ""; console.log('length: ', levels[currentLevel].words.length); if (levels[currentLevel].words.length == 0) { advanceToNextLevel(); } } 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 wholeBlackBoardArr = []; var currentWord = ""; var levelTxt = new Text2('Level 1', { size: 60, fill: "#ADD8E6", stroke: "#000000", strokeThickness: 10 }); levelTxt.anchor.set(1.2, 0); LK.gui.topRight.addChild(levelTxt); var scoreTxt = new Text2('Score: 0', { size: 60, fill: "#ADE6D8", 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); wholeBlackBoardArr.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.clickable = false; }; } });*/ game.children.forEach(function (child) { if (child instanceof LetterTile) { child.destroy(); } }); game.children.forEach(function (child) { if (child instanceof LetterTile) { child.destroy(); } }); letterTilesArr.forEach(function (child) { child.destroy(); }); wholeBlackBoardArr.forEach(function (child) { child.destroy(); }); blackboardOffsetX = 0; blackboardOffsetXY = 0; currentWord = ""; displayLettersInLine(); } var letterTilesArr = []; // Function to display letters in a line centered at height 2000 function displayLettersInLine() { var startX = 2048 / 2 - letters.length * 220 / 2 + 100; 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); letterTilesArr.push(letterTile); } } // Function to advance to the next level function advanceToNextLevel() { if (currentLevel < levels.length - 1) { currentLevel++; letters = getLettersForCurrentLevel(); levelTxt.setText('Level ' + (currentLevel + 1)); clearBlackBoard(); blackboardOffsetY = 0; 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
@@ -112,9 +112,8 @@
blackBoardArr.forEach(function (child) {
child.destroy();
});
blackBoardArr = [];
- letterTilesArr = [];
}
var blackBoardArr = [];
var wholeBlackBoardArr = [];
var currentWord = "";
@@ -201,9 +200,8 @@
});
letterTilesArr.forEach(function (child) {
child.destroy();
});
- letterTilesArr = [];
wholeBlackBoardArr.forEach(function (child) {
child.destroy();
});
blackboardOffsetX = 0;
@@ -234,9 +232,8 @@
levelTxt.setText('Level ' + (currentLevel + 1));
clearBlackBoard();
blackboardOffsetY = 0;
resetGameStateForNewLevel();
- letterTilesArr = [];
} else {
console.log("All levels completed!");
}
}
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.