User prompt
If timer gets 0 you lose
User prompt
Make timer 120 seconds for each level and timer decreases instead of increasing
User prompt
If you completed level46, directly go to level50
User prompt
If you completed level41, directly go to level46
User prompt
If you completed level36, directly go to level41
User prompt
If you completed level31, directly go to level36
User prompt
If you completed level26, directly go to level31
User prompt
If you completed level21, directly go to level26
User prompt
If you completed level16, directly go to level21
User prompt
If you completed level11, directly go to level16
User prompt
If you completed level6, directly go to level11
User prompt
After completing level1 directly go to level 6
User prompt
Play "levelcompleted" sound when winning level
User prompt
A level completed text must appear on screen when winning a level
User prompt
Play "cardmatch" sound when you made a match
User prompt
play "cardchose" sound when card is chosen
User prompt
Play "gamemusic" while playing game
User prompt
Make card number 56 ( cols: 8 and rows:7 ) after level 45 and before level50
User prompt
Remove "cardfront2" and use "cardfront" asset at all levels
User prompt
Use cardSymbols4 instead of cardSymbols3 at level50
Code edit (2 edits merged)
Please save this source code
User prompt
Use cardSymbols3 instead of cardSymbols2 after level 45
Code edit (1 edits merged)
Please save this source code
User prompt
At level50 increase total card number to 80 (cols:10 and row:8)
Code edit (1 edits merged)
Please save this source code
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Card class: represents a single card in the memory game var Card = Container.expand(function () { var self = Container.call(this); // Card properties self.symbol = null; // Symbol or id for matching self.isFaceUp = false; self.isMatched = false; self.index = -1; // Position in the grid // Card dimensions (will be set in game code) self.cardWidth = 0; self.cardHeight = 0; // Face-down asset (back of card) var backAssetId; var frontAssetId = 'cardFront'; if (typeof currentLevel !== "undefined" && currentLevel > 45) { backAssetId = 'CardBack8'; } else if (typeof currentLevel !== "undefined" && currentLevel > 35) { backAssetId = 'Cardback7'; } else if (typeof currentLevel !== "undefined" && currentLevel > 25) { backAssetId = 'CardBack6'; } else if (typeof currentLevel !== "undefined" && currentLevel > 20) { backAssetId = 'CardBack5'; } else if (typeof currentLevel !== "undefined" && currentLevel > 15) { backAssetId = 'CardBack4'; } else if (typeof currentLevel !== "undefined" && currentLevel > 10) { backAssetId = 'CardBack3'; } else if (typeof currentLevel !== "undefined" && currentLevel > 5) { backAssetId = 'CardBack2'; } else { backAssetId = 'cardBack'; } var back = self.attachAsset(backAssetId, { anchorX: 0.5, anchorY: 0.5 }); // Face-up asset (front of card, shows symbol) var front = self.attachAsset(frontAssetId, { anchorX: 0.5, anchorY: 0.5 }); // Symbol text (shows symbol when face up) var symbolText = new Text2('', { size: 90, fill: 0x222222 }); symbolText.anchor.set(0.5, 0.5); front.addChild(symbolText); // Set card size self.setSize = function (w, h) { self.cardWidth = w; self.cardHeight = h; back.width = w; back.height = h; front.width = w; front.height = h; }; // Set the symbol for this card self.setSymbol = function (symbol) { self.symbol = symbol; symbolText.setText(symbol); }; // Flip the card to face up (with animation) self.flipUp = function (_onFinish) { if (self.isFaceUp || self.isMatched) { return; } self.isFaceUp = true; // Animate flip: scaleX 1 -> 0, swap, 0 -> 1 tween(self, { scaleX: 0 }, { duration: 120, easing: tween.cubicIn, onFinish: function onFinish() { back.visible = false; front.visible = true; tween(self, { scaleX: 1 }, { duration: 120, easing: tween.cubicOut, onFinish: function onFinish() { if (_onFinish) { _onFinish(); } } }); } }); }; // Flip the card to face down (with animation) self.flipDown = function (_onFinish2) { if (!self.isFaceUp || self.isMatched) { return; } self.isFaceUp = false; // Animate flip: scaleX 1 -> 0, swap, 0 -> 1 tween(self, { scaleX: 0 }, { duration: 120, easing: tween.cubicIn, onFinish: function onFinish() { front.visible = false; back.visible = true; tween(self, { scaleX: 1 }, { duration: 120, easing: tween.cubicOut, onFinish: function onFinish() { if (_onFinish2) { _onFinish2(); } } }); } }); }; // Instantly show face up (no animation) self.showFaceUp = function () { self.isFaceUp = true; self.scaleX = 1; back.visible = false; front.visible = true; }; // Instantly show face down (no animation) self.showFaceDown = function () { self.isFaceUp = false; self.scaleX = 1; front.visible = false; back.visible = true; }; // Mark as matched (disable interaction, highlight) self.setMatched = function () { self.isMatched = true; // Subtle highlight tween(self, { tint: 0xA0FFA0 }, { duration: 300, easing: tween.linear }); }; // Handle tap/click self.down = function (x, y, obj) { if (self.isFaceUp || self.isMatched || game.lockInput) { return; } game.onCardTapped(self); }; // Initialize: show face down self.showFaceDown(); return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2e3a4f // Deep blue background }); /**** * Game Code ****/ // Tween plugin for card flip and reveal animations // --- Card symbols (use simple emojis for MVP) --- var cardSymbols = ["๐", "๐", "๐", "๐", "๐", "๐", "๐", "๐", "๐ฅ", "๐ฅ", "๐", "๐", "๐", "๐", "๐ฅฅ", "๐ "]; var cardSymbols2 = ["๐ถ", "๐ฑ", "๐ญ", "๐ฐ", "๐ฆ", "๐ป", "๐ผ", "๐จ", "๐ฏ", "๐ฆ", "๐ฎ", "๐ท", "๐ธ", "๐ต", "๐", "๐ง", "๐ฆ", "๐ฆโโฌ", "๐ฅ", "๐ฆ", "๐ฆ ", "๐ฆ", "๐ฆ", "๐บ"]; var cardSymbols3 = ["๐", "๐", "๐", "๐", "๐", "๐๏ธ", "๐", "๐", "๐", "๐", "๐ป", "๐", "๐", "๐", "๐ต", "๐๏ธ", "๐ด", "๐ฒ", "๐บ", "๐ค", "โต๏ธ", "๐ถ", "๐ฉ๏ธ", "โ๏ธ", "๐ฐ๏ธ", "๐", "๐", "๐ธ"]; var cardSymbols4 = ["๐งฐ", "๐ช", "๐ง", "๐จ", "โ๏ธ", "๐ ๏ธ", "โ๏ธ", "๐ช", "๐ช", "๐ฉ", "โ๏ธ", "๐ชค", "๐งฑ", "๐งฒ", "๐ซ", "๐ฃ", "๐งจ", "๐ช", "๐ช", "๐ก๏ธ", "โ๏ธ", "๐ก๏ธ", "๐ชฆ", "๐", "๐ช", "๐", "๐", "๐", "๐ฌ", "โ๏ธ", "๐ช", "๐น", "๐ฅ", "๐ฅ", "๐ท", "๐บ", "๐ธ", "๐น", "๐ฅ", "๐ฅ"]; // --- Game settings --- var maxLevel = 50; var currentLevel = 1; // Level configuration: grid size per level (increase difficulty) function getLevelConfig(level) { // Level 1-5: 4x4, 6-10: 5x4, 11-15: 6x5, 16-20: 6x6, 21-25: 7x6 if (level <= 5) { return { cols: 4, rows: 4 }; } if (level <= 10) { return { cols: 5, rows: 4 }; } if (level <= 15) { return { cols: 6, rows: 5 }; } if (level <= 20) { return { cols: 6, rows: 6 }; } if (level <= 35) { return { cols: 8, rows: 6 }; } if (level <= 45) { return { cols: 8, rows: 7 }; } if (level < 50) { return { cols: 8, rows: 7 }; } if (level >= 50) { return { cols: 10, rows: 8 }; } return { cols: 9, rows: 7 }; } var gridCols = getLevelConfig(currentLevel).cols; var gridRows = getLevelConfig(currentLevel).rows; var totalPairs = gridCols * gridRows / 2; var cardSpacing = 36; // px between cards // --- Card assets (simple colored rectangles) --- // --- Game state --- var cards = []; // All card objects var firstCard = null; var secondCard = null; var lockInput = false; // Prevent input during animations var moves = 0; var matchesFound = 0; var timer = null; var elapsedTime = 0; // in seconds var timerText = null; var movesText = null; // --- GUI: Moves, Timer, Level --- var levelText = new Text2('Level: 1', { size: 80, fill: 0xFFFFFF }); levelText.anchor.set(0.5, 0); LK.gui.top.addChild(levelText); timerText = new Text2('Time: 0s', { size: 80, fill: 0xFFFFFF }); timerText.anchor.set(0.5, 0); LK.gui.top.addChild(timerText); // Position GUI elements (timer right, avoid top-left 100x100) // Align level indicator to top middle using LK.gui.top levelText.x = -10; levelText.y = 20; timerText.x = 500; // --- Timer for random swap after level 35 --- var randomSwapTimer = null; var randomSwapTimer10s = null; var randomSwapTimer5s = null; var randomSwapTimer2s = null; // --- Swap queue for level 50+ to prevent overlapping swaps --- var swapQueue = []; var swapInProgress = false; // Helper: Queue a swap (for level 50+) function queueCardSwap(cardA, cardB) { swapQueue.push({ cardA: cardA, cardB: cardB }); processSwapQueue(); } // Helper: Process swap queue (for level 50+) function processSwapQueue() { if (swapInProgress || swapQueue.length === 0) { return; } swapInProgress = true; var swap = swapQueue.shift(); var cardA = swap.cardA; var cardB = swap.cardB; var tempSymbol = cardA.symbol; cardA.setSymbol(cardB.symbol); cardB.setSymbol(tempSymbol); var tempX = cardA.x; var tempY = cardA.y; var swapsDone = 0; function onSwapDone() { swapsDone++; if (swapsDone === 2) { swapInProgress = false; // Snap to grid to avoid drift cardA.x = Math.round(cardA.x); cardA.y = Math.round(cardA.y); cardB.x = Math.round(cardB.x); cardB.y = Math.round(cardB.y); processSwapQueue(); } } tween(cardA, { x: cardB.x, y: cardB.y }, { duration: 1200, easing: tween.cubicInOut, onFinish: onSwapDone }); tween(cardB, { x: tempX, y: tempY }, { duration: 1200, easing: tween.cubicInOut, onFinish: onSwapDone }); } // --- Helper: Shuffle array (Fisher-Yates) --- function shuffleArray(arr) { for (var i = arr.length - 1; i > 0; i--) { var j = Math.floor(Math.random() * (i + 1)); var temp = arr[i]; arr[i] = arr[j]; arr[j] = temp; } } // --- Layout cards --- function layoutCards() { // Remove old cards if any for (var i = 0; i < cards.length; i++) { cards[i].destroy(); } cards = []; // Prepare symbols (duplicate and shuffle) var symbols = []; var useSymbols = currentLevel >= 50 ? cardSymbols4 : currentLevel > 45 ? cardSymbols3 : currentLevel > 20 ? cardSymbols2 : cardSymbols; for (var i = 0; i < totalPairs; i++) { symbols.push(useSymbols[i]); symbols.push(useSymbols[i]); } shuffleArray(symbols); // Card size: fit grid to 2048x2732 with spacing var availableWidth = 2048 - cardSpacing * (gridCols + 1); var availableHeight = 1800 - cardSpacing * (gridRows + 1); // leave space for GUI var cardWidth = Math.floor(availableWidth / gridCols); var cardHeight = Math.floor(availableHeight / gridRows); // Center grid var gridPixelWidth = cardWidth * gridCols + cardSpacing * (gridCols - 1); var gridPixelHeight = cardHeight * gridRows + cardSpacing * (gridRows - 1); var startX = Math.floor((2048 - gridPixelWidth) / 2) + cardWidth / 2; var startY = 350 + cardHeight / 2; // leave space for GUI // Create cards for (var row = 0; row < gridRows; row++) { for (var col = 0; col < gridCols; col++) { var idx = row * gridCols + col; var card = new Card(); card.setSize(cardWidth, cardHeight); card.setSymbol(symbols[idx]); card.index = idx; card.x = startX + col * (cardWidth + cardSpacing); card.y = startY + row * (cardHeight + cardSpacing); card.showFaceDown(); game.addChild(card); cards.push(card); } } } // --- Reset game state --- function resetGame() { firstCard = null; secondCard = null; lockInput = false; moves = 0; matchesFound = 0; elapsedTime = 120; if (typeof levelText !== "undefined") { levelText.setText('Level: ' + currentLevel); } // Update grid size for this level var config = getLevelConfig(currentLevel); gridCols = config.cols; gridRows = config.rows; totalPairs = gridCols * gridRows / 2; timerText.setText('Time: 120s'); layoutCards(); if (timer) { LK.clearInterval(timer); } timer = LK.setInterval(function () { elapsedTime--; if (elapsedTime <= 0) { elapsedTime = 0; timerText.setText('Time: 0s'); LK.clearInterval(timer); LK.showGameOver(); // You lose if timer gets to 0 return; } else { timerText.setText('Time: ' + elapsedTime + 's'); } }, 1000); // --- Timer-based random swap after level 35 --- if (typeof randomSwapTimer !== "undefined" && randomSwapTimer) { LK.clearInterval(randomSwapTimer); randomSwapTimer = null; } if (currentLevel >= 50) { // At level 50, swap every 2s, 5s, 10s, and 20s using the swap queue swapQueue = []; swapInProgress = false; randomSwapTimer = LK.setInterval(function () { // 20s swap var swappable = []; for (var i = 0; i < cards.length; i++) { if (!cards[i].isMatched && !cards[i].isFaceUp) { swappable.push(cards[i]); } } if (swappable.length >= 2) { var idx1 = Math.floor(Math.random() * swappable.length); var idx2 = idx1; while (idx2 === idx1) { idx2 = Math.floor(Math.random() * swappable.length); } var cardA = swappable[idx1]; var cardB = swappable[idx2]; queueCardSwap(cardA, cardB); } }, 20000); // 20 seconds // Add a second timer for 10s swap if (typeof randomSwapTimer10s !== "undefined" && randomSwapTimer10s) { LK.clearInterval(randomSwapTimer10s); randomSwapTimer10s = null; } randomSwapTimer10s = LK.setInterval(function () { var swappable = []; for (var i = 0; i < cards.length; i++) { if (!cards[i].isMatched && !cards[i].isFaceUp) { swappable.push(cards[i]); } } if (swappable.length >= 2) { var idx1 = Math.floor(Math.random() * swappable.length); var idx2 = idx1; while (idx2 === idx1) { idx2 = Math.floor(Math.random() * swappable.length); } var cardA = swappable[idx1]; var cardB = swappable[idx2]; queueCardSwap(cardA, cardB); } }, 10000); // 10 seconds // Add a third timer for 5s swap if (typeof randomSwapTimer5s !== "undefined" && randomSwapTimer5s) { LK.clearInterval(randomSwapTimer5s); randomSwapTimer5s = null; } randomSwapTimer5s = LK.setInterval(function () { var swappable = []; for (var i = 0; i < cards.length; i++) { if (!cards[i].isMatched && !cards[i].isFaceUp) { swappable.push(cards[i]); } } if (swappable.length >= 2) { var idx1 = Math.floor(Math.random() * swappable.length); var idx2 = idx1; while (idx2 === idx1) { idx2 = Math.floor(Math.random() * swappable.length); } var cardA = swappable[idx1]; var cardB = swappable[idx2]; queueCardSwap(cardA, cardB); } }, 5000); // 5 seconds // Add a fourth timer for 2s swap if (typeof randomSwapTimer2s !== "undefined" && randomSwapTimer2s) { LK.clearInterval(randomSwapTimer2s); randomSwapTimer2s = null; } randomSwapTimer2s = LK.setInterval(function () { var swappable = []; for (var i = 0; i < cards.length; i++) { if (!cards[i].isMatched && !cards[i].isFaceUp) { swappable.push(cards[i]); } } if (swappable.length >= 2) { var idx1 = Math.floor(Math.random() * swappable.length); var idx2 = idx1; while (idx2 === idx1) { idx2 = Math.floor(Math.random() * swappable.length); } var cardA = swappable[idx1]; var cardB = swappable[idx2]; queueCardSwap(cardA, cardB); } }, 2000); // 2 seconds } else if (currentLevel > 40) { // Only 20s swap randomSwapTimer = LK.setInterval(function () { var swappable = []; for (var i = 0; i < cards.length; i++) { if (!cards[i].isMatched && !cards[i].isFaceUp) { swappable.push(cards[i]); } } if (swappable.length >= 2) { var idx1 = Math.floor(Math.random() * swappable.length); var idx2 = idx1; while (idx2 === idx1) { idx2 = Math.floor(Math.random() * swappable.length); } var cardA = swappable[idx1]; var cardB = swappable[idx2]; var tempSymbol = cardA.symbol; cardA.setSymbol(cardB.symbol); cardB.setSymbol(tempSymbol); var tempX = cardA.x; var tempY = cardA.y; tween(cardA, { x: cardB.x, y: cardB.y }, { duration: 1200, easing: tween.cubicInOut }); tween(cardB, { x: tempX, y: tempY }, { duration: 1200, easing: tween.cubicInOut }); } }, 20000); // 20 seconds // Clear 10s timer if it exists if (typeof randomSwapTimer10s !== "undefined" && randomSwapTimer10s) { LK.clearInterval(randomSwapTimer10s); randomSwapTimer10s = null; } } else { randomSwapTimer = null; if (typeof randomSwapTimer10s !== "undefined" && randomSwapTimer10s) { LK.clearInterval(randomSwapTimer10s); randomSwapTimer10s = null; } } } // --- Card tap handler --- game.onCardTapped = function (card) { if (lockInput || card.isFaceUp || card.isMatched) { return; } if (!firstCard) { firstCard = card; LK.getSound('cardchose').play(); card.flipUp(); } else if (!secondCard && card !== firstCard) { secondCard = card; lockInput = true; LK.getSound('cardchose').play(); card.flipUp(function () { // Check for match after both are face up LK.setTimeout(function () { checkMatch(); }, 350); }); } }; // --- Check for match --- function checkMatch() { moves++; // After level 40, swap 2 random cards every 2 moves; after level 30, every 4 moves; after level 25, every 5 moves; after level 20, every 10 moves var shouldSwap = false; if (currentLevel >= 50 && moves % 1 === 0 && cards.length > 1) { shouldSwap = true; } else if (currentLevel > 40 && moves % 2 === 0 && cards.length > 1) { shouldSwap = true; } else if (currentLevel > 30 && moves % 4 === 0 && cards.length > 1) { shouldSwap = true; } else if (currentLevel > 25 && moves % 5 === 0 && cards.length > 1) { shouldSwap = true; } else if (currentLevel > 20 && moves % 10 === 0 && cards.length > 1) { shouldSwap = true; } if (shouldSwap) { // Find all cards that are not matched and not currently face up var swappable = []; for (var i = 0; i < cards.length; i++) { if (!cards[i].isMatched && !cards[i].isFaceUp) { swappable.push(cards[i]); } } if (swappable.length >= 2) { var idx1 = Math.floor(Math.random() * swappable.length); var idx2 = idx1; while (idx2 === idx1) { idx2 = Math.floor(Math.random() * swappable.length); } var cardA = swappable[idx1]; var cardB = swappable[idx2]; if (currentLevel >= 50) { queueCardSwap(cardA, cardB); } else { // Old behavior for lower levels var tempSymbol = cardA.symbol; cardA.setSymbol(cardB.symbol); cardB.setSymbol(tempSymbol); var tempX = cardA.x; var tempY = cardA.y; tween(cardA, { x: cardB.x, y: cardB.y }, { duration: 1200, easing: tween.cubicInOut }); tween(cardB, { x: tempX, y: tempY }, { duration: 1200, easing: tween.cubicInOut }); } } } if (firstCard && secondCard && firstCard.symbol === secondCard.symbol) { // Match! LK.getSound('cardmatch').play(); firstCard.setMatched(); secondCard.setMatched(); matchesFound++; // Subtle scale animation for matched cards, then disappear if (firstCard && secondCard) { var matched1 = firstCard; var matched2 = secondCard; if (matched1) { tween(matched1, { scaleX: 1.15, scaleY: 1.15 }, { duration: 120, easing: tween.cubicOut, onFinish: function onFinish() { if (matched1) { tween(matched1, { scaleX: 0, scaleY: 0, alpha: 0 }, { duration: 180, onFinish: function onFinish() { if (matched1) { matched1.destroy(); } } }); } } }); } if (matched2) { tween(matched2, { scaleX: 1.15, scaleY: 1.15 }, { duration: 120, easing: tween.cubicOut, onFinish: function onFinish() { if (matched2) { tween(matched2, { scaleX: 0, scaleY: 0, alpha: 0 }, { duration: 180, onFinish: function onFinish() { if (matched2) { matched2.destroy(); } } }); } } }); } } // Check for win if (matchesFound === totalPairs) { LK.clearInterval(timer); LK.setScore(moves); // Use moves as score (lower is better) if (currentLevel < maxLevel) { // Play level completed sound LK.getSound('levelcompleted').play(); // Show "Level Completed" text in the center of the screen var levelCompletedText = new Text2('Level Completed!', { size: 180, fill: 0xFFD700, font: "Impact" }); levelCompletedText.anchor.set(0.5, 0.5); levelCompletedText.x = 2048 / 2; levelCompletedText.y = 2732 / 2; game.addChild(levelCompletedText); if (currentLevel === 1) { currentLevel = 6; } else if (currentLevel === 6) { currentLevel = 11; } else if (currentLevel === 11) { currentLevel = 16; } else if (currentLevel === 16) { currentLevel = 21; } else if (currentLevel === 21) { currentLevel = 26; } else if (currentLevel === 26) { currentLevel = 31; } else if (currentLevel === 31) { currentLevel = 36; } else if (currentLevel === 36) { currentLevel = 41; } else if (currentLevel === 41) { currentLevel = 46; } else if (currentLevel === 46) { currentLevel = 50; } else { currentLevel++; } // Short delay before next level, remove text before reset LK.setTimeout(function () { if (levelCompletedText && typeof levelCompletedText.destroy === "function") { levelCompletedText.destroy(); } resetGame(); }, 1200); } else { LK.showYouWin(); } } // Reset selection firstCard = null; secondCard = null; lockInput = false; } else { // Not a match: flip both back after short delay LK.setTimeout(function () { if (firstCard && typeof firstCard.flipDown === "function") { firstCard.flipDown(); } if (secondCard && typeof secondCard.flipDown === "function") { secondCard.flipDown(function () { firstCard = null; secondCard = null; lockInput = false; }); } else { // If secondCard is missing, still reset state after delay firstCard = null; secondCard = null; lockInput = false; } }, 600); } } // --- Game update (not used for logic, but required) --- game.update = function () { // No per-frame logic needed for MVP }; // --- DEV Button: Center bottom, always visible, go to next level --- var devBtn = new Text2('DEV', { size: 90, fill: 0xFF00FF, font: "Impact" }); devBtn.anchor.set(0.5, 1); // Place DEV button slightly left of center devBtn.x = -120; devBtn.y = -50; LK.gui.bottom.addChild(devBtn); // DEV button handler: go to next level immediately (max 25) devBtn.down = function (x, y, obj) { if (currentLevel < maxLevel) { currentLevel++; resetGame(); } else { LK.showYouWin(); } }; // --- Reveal Button: Center bottom, always visible, reveals all cards --- var revealBtn = new Text2('Reveal', { size: 90, fill: 0x00CCFF, font: "Impact" }); revealBtn.anchor.set(0.5, 1); // Place Reveal button slightly right of center revealBtn.x = 120; revealBtn.y = -50; LK.gui.bottom.addChild(revealBtn); // Reveal button handler: flip all cards face up (if not matched) revealBtn.down = function (x, y, obj) { for (var i = 0; i < cards.length; i++) { var card = cards[i]; if (!card.isFaceUp && !card.isMatched) { card.flipUp(); } } }; // --- Start game --- LK.playMusic('gamemusic'); resetGame(); // --- Game over handler (reset on game over) --- game.onGameOver = function () { if (timer) { LK.clearInterval(timer); } if (typeof randomSwapTimer !== "undefined" && randomSwapTimer) { LK.clearInterval(randomSwapTimer); randomSwapTimer = null; } if (typeof randomSwapTimer10s !== "undefined" && randomSwapTimer10s) { LK.clearInterval(randomSwapTimer10s); randomSwapTimer10s = null; } if (typeof randomSwapTimer5s !== "undefined" && randomSwapTimer5s) { LK.clearInterval(randomSwapTimer5s); randomSwapTimer5s = null; } if (typeof randomSwapTimer2s !== "undefined" && randomSwapTimer2s) { LK.clearInterval(randomSwapTimer2s); randomSwapTimer2s = null; } currentLevel = 1; LK.stopMusic(); resetGame(); }; // --- Win handler (reset on win) --- game.onYouWin = function () { if (timer) { LK.clearInterval(timer); } if (typeof randomSwapTimer !== "undefined" && randomSwapTimer) { LK.clearInterval(randomSwapTimer); randomSwapTimer = null; } if (typeof randomSwapTimer10s !== "undefined" && randomSwapTimer10s) { LK.clearInterval(randomSwapTimer10s); randomSwapTimer10s = null; } if (typeof randomSwapTimer5s !== "undefined" && randomSwapTimer5s) { LK.clearInterval(randomSwapTimer5s); randomSwapTimer5s = null; } if (typeof randomSwapTimer2s !== "undefined" && randomSwapTimer2s) { LK.clearInterval(randomSwapTimer2s); randomSwapTimer2s = null; } currentLevel = 1; LK.stopMusic(); // Game will reset automatically by LK };
===================================================================
--- original.js
+++ change.js
@@ -407,9 +407,10 @@
if (elapsedTime <= 0) {
elapsedTime = 0;
timerText.setText('Time: 0s');
LK.clearInterval(timer);
- LK.showGameOver();
+ LK.showGameOver(); // You lose if timer gets to 0
+ return;
} else {
timerText.setText('Time: ' + elapsedTime + 's');
}
}, 1000);