User prompt
Make sure numbers are alwatlys displayed after counter finishes in new level
Code edit (1 edits merged)
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User prompt
if correct guesse equals correct combinations, update countdown to the number depending the rule of the level they are int
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User prompt
Do not diasplay original countdown number, only the updated one
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User prompt
when a new level starts, hide countdown for one second
User prompt
only show coundown from intializehextiles
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Please fix the bug: 'Uncaught ReferenceError: countdown is not defined' in or related to this line: 'var countdownText = new Text2(countdown, {' Line Number: 240
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User prompt
Countdown should be 10 seconds
Code edit (4 edits merged)
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User prompt
move lifes and level 50 pixels to the left
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User prompt
when a hextile is toggled, make it not clickable, until it is toggled again
User prompt
add a new validation to not allow the player to toggle a hextile back after it touches it for the first time. it will only be toggled back after the second hextile is touched
User prompt
add soft blue as random backround color
User prompt
on game start use startscreenbackground as background image over the current background color. however hide starscrennbackgournd after first touch
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show startscreenbackground insted of background color, unntil the first touch is done in the screen
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If hextile is selected, it cant be unselected until another hextile is selected
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on hextile class, if there has not been any touch in the screen set numbertext.visible = false, if not set it to true.
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/****
* Classes
****/
// HexTile class for the hexagon tiles
var HexTile = Container.expand(function (id, colorIndex) {
var self = Container.call(this);
self.id = id;
var hexGraphics = self.attachAsset('hexTile', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 2
});
var numberText = new Text2('', {
size: 100,
fill: '#333333' // Slightly lighter black
});
numberText.anchor.set(0.5, 0.5);
numberText.visible = playerTouchedScreen;
self.addChild(numberText);
self.setNumber = function (number) {
self.number = number;
numberText.setText(number.toString());
};
self.isSelected = false;
self.toggleSelect = function () {
self.isSelected = !self.isSelected;
self.interactive = !self.isSelected; // Toggle interactive state
hexGraphics.alpha = self.isSelected ? 0.5 : 1;
if (self.isSelected) {
numberText.setText(self.number.toString());
} else {
numberText.setText('');
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: [0x8AACB8, 0x61AC84, 0xcc919a, 0xFFA07A, 0xB39BDB, 0x73be73][Math.floor(Math.random() * 6)] // Randomly choose from soft light blue, soft light orange, soft pink, soft light red, soft light yellow, soft light green
});
/****
* Game Code
****/
var gameTitle = new Text2('Memo-Hex', {
size: 200,
fill: '#ffffff',
alpha: 1
});
gameTitle.anchor.set(0.5, 0);
gameTitle.x = 0; // Center horizontally
gameTitle.y = 100; // Move down 100 pixels
LK.gui.top.addChild(gameTitle);
// Blinking 'Touch to start' text
var touchToStartText = new Text2('Touch to start', {
size: 100,
fill: '#ffffff',
alpha: 1
});
touchToStartText.anchor.set(0.5, 0);
touchToStartText.x = 0; // Center horizontally
touchToStartText.y = gameTitle.y + gameTitle.height + 80; // Position below the game title
LK.gui.top.addChild(touchToStartText);
// Blinking effect
var blink = true;
LK.setInterval(function () {
blink = !blink;
touchToStartText.alpha = blink ? 1 : 0;
}, 500);
var howToPlayText = new Text2('How to Play: \n• Memorize the hex numbers on countdown \n• Wait for goal number to appear above hex tiles \n• Touch two hexes that add up to the number \n• Repeat until all combinations possible are found', {
size: 60,
fill: '#ffffff',
alpha: 1
});
howToPlayText.anchor.set(0.5, 0.5);
howToPlayText.x = 0;
howToPlayText.y = 1500;
LK.gui.top.addChild(howToPlayText);
// Modify game's 'down' event listener to hide howToPlayText after first touch
var originalGameDownHandler = game._events && game._events['down'] ? game._events['down'][0] : function () {};
function newGameDownHandler(obj) {
// Start fading out the 'How to Play' text
var howToPlayFadeOut = true;
var howToPlayFadeDuration = 60; // Duration for fade out in ticks (1 second at 60FPS)
var howToPlayFadeCounter = 0; // Counter to track the number of ticks for fading
LK.on('tick', function () {
if (howToPlayFadeOut) {
howToPlayFadeCounter++;
var progress = howToPlayFadeCounter / howToPlayFadeDuration;
howToPlayText.alpha = 1 - progress;
if (howToPlayFadeCounter >= howToPlayFadeDuration) {
howToPlayFadeOut = false; // Stop fading
howToPlayText.visible = false; // Ensure the text is invisible after fading
}
}
});
originalGameDownHandler(obj);
// Make level text visible on first touch
levelText.alpha = 1;
levelText.visible = true;
LK.setTimeout(function () {
countdownText.visible = true;
}, 1000);
touchToStartText.visible = false;
// Start fading out the game title
var gameTitleFadeOut = true;
var gameTitleFadeDuration = 60; // Duration for fade out in ticks (1 second at 60FPS)
var gameTitleFadeCounter = 0; // Counter to track the number of ticks for fading
// Update the game tick function to handle game title fading
LK.on('tick', function () {
if (gameTitleFadeOut) {
gameTitleFadeCounter++;
var progress = gameTitleFadeCounter / gameTitleFadeDuration;
gameTitle.alpha = 1 - progress;
if (gameTitleFadeCounter >= gameTitleFadeDuration) {
gameTitleFadeOut = false; // Stop fading
gameTitle.visible = false; // Ensure the title is invisible after fading
}
}
});
// Make hexTile numbers visible on first touch
for (var i = 0; i < hexTiles.length; i++) {
hexTiles[i].getChildAt(1).visible = true;
}
}
game.off('down', originalGameDownHandler);
game.on('down', newGameDownHandler);
var firstTouch = true;
game.on('down', function (obj) {
playerTouchedScreen = true;
if (countdown > 1 && !firstTouch) {
showRandomMotivationalText();
}
firstTouch = false;
// Make life icons visible on first touch
for (var i = 0; i < lifeIcons.length; i++) {
lifeIcons[i].alpha = 1;
}
});
var playerTouchedScreen = false;
var motivationalTexts = ["Memorize!", "Wait for countdown!", "Wait for goal number!", "Stay focused!"];
var motivationalText = new Text2('', {
size: 75,
fill: '#ffffff',
alpha: 0 // Initially invisible
});
motivationalText.anchor.set(0.5, 0);
motivationalText.x = 0; // Center horizontally
motivationalText.y = 400; // Position at the top of the screen
LK.gui.top.addChild(motivationalText);
var fadeState = 'in'; // Track the fade state of the motivational text
var fadeDuration = 60; // Duration for fade in and fade out in ticks (1 second at 60FPS)
var fadeCounter = 0; // Counter to track the number of ticks for fading
function showRandomMotivationalText() {
var randomIndex = Math.floor(Math.random() * motivationalTexts.length);
motivationalText.setText(motivationalTexts[randomIndex]);
fadeState = 'in';
fadeCounter = 0; // Reset fade counter
}
// Update the game tick function to handle motivational text fading
LK.on('tick', function () {
if (fadeState !== 'none') {
fadeCounter++;
var progress = fadeCounter / fadeDuration;
if (fadeState === 'in') {
motivationalText.alpha = progress;
if (fadeCounter >= fadeDuration) {
fadeState = 'out'; // Switch to fading out
fadeCounter = 0; // Reset counter for fade out
}
} else if (fadeState === 'out') {
motivationalText.alpha = 1 - progress;
if (fadeCounter >= fadeDuration) {
fadeState = 'none'; // Stop fading
}
}
}
});
function resetGameForNextLevel() {
// Reset hexTiles numbers
for (var i = 0; i < hexTiles.length; i++) {
// Number generation and assignment removed from here to be handled inside initializeHexTiles function.
}
// Reset goal
var randomTile1 = hexTiles[Math.floor(Math.random() * hexTiles.length)];
var randomTile2 = hexTiles[Math.floor(Math.random() * hexTiles.length)];
while (randomTile1 === randomTile2) {
randomTile2 = hexTiles[Math.floor(Math.random() * hexTiles.length)];
}
goalNumber = randomTile1.number + randomTile2.number;
goalText.setText(goalNumber);
// Reset combinations
correctCombinations = 0;
for (var i = 0; i < hexTiles.length; i++) {
for (var j = i + 1; j < hexTiles.length; j++) {
if (hexTiles[i].number + hexTiles[j].number === goalNumber) {
correctCombinations++;
}
}
}
combinationsText.setText(correctGuess + '/' + correctCombinations);
}
var level = 1;
var levelText = new Text2('Level ' + level, {
size: 75,
fill: '#ffffff',
alpha: 0 // Make level text invisible initially
});
levelText.anchor.set(1, 0);
levelText.x = -50; // Move level text 50 pixels to the left
// Hide level text on game start
levelText.visible = false;
LK.gui.topRight.addChild(levelText);
correctGuess = 0;
var correctGuess = 0;
var lives = 3;
var lifeIcons = [];
for (var i = 0; i < lives; i++) {
var lifeIcon = LK.getAsset('lifeIcon', {
anchorX: 1,
anchorY: 0,
x: -i * 90 - 50,
// Move life icons 50 pixels to the left
y: 100,
alpha: 0 // Make life icons invisible initially
});
LK.gui.topRight.addChild(lifeIcon);
lifeIcons.push(lifeIcon);
}
var countdown = 10; // Initialize countdown with a starting value of 10 seconds
var countdownText = new Text2(countdown.toString(), {
size: 200,
fill: '#ffffff',
alpha: 0 // Make invisible initially
});
countdownText.visible = false;
countdownText.anchor.set(0.5, 1);
LK.gui.top.addChild(countdownText);
var countdownInterval = LK.setInterval(function () {
if (playerTouchedScreen) {
countdown--;
if (countdown <= 0) {
for (var i = 0; i < hexTiles.length; i++) {
hexTiles[i].interactive = true;
}
countdownText.alpha = 0;
goalText.visible = true;
goalTextFadeIn = true; // Start fading in the goal text
goalTextFadeCounter = 0; // Reset fade counter
combinationsText.visible = true;
combinationsTextFadeIn = true; // Start fading in the combinations text
combinationsTextFadeCounter = 0; // Reset fade counter
LK.clearInterval(countdownInterval);
for (var i = 0; i < hexTiles.length; i++) {
hexTiles[i].getChildAt(1).setText('');
}
} else {
countdownText.setText(countdown);
}
}
}, 1000);
countdownText.y += 1600;
//var scoreText = new Text2('Score: 0', {
// size: 75,
// fill: '#ffffff'
//});
//scoreText.anchor.set(0.5, 0);
//LK.gui.top.addChild(scoreText);
// Create goal number and display it below the score
if (hexTiles && hexTiles.length > 1) {
sumOfNeighbours = hexTiles[hexTiles.length - 2].number + hexTiles[hexTiles.length - 1].number;
}
// sumText initialization moved to after hexTiles initialization
var sumOfNeighbours = 0;
var hexTiles = [];
var selectedTiles = [];
var guessedPairs = {};
var gridRows = [];
function initializeHexTiles() {
function initializeHexTiles() {
// Define gridRows based on the current game level
var gridRows;
if (level <= 1) {
gridRows = [2, 3, 2];
countdown = 11;
} else if (level <= 2) {
gridRows = [3, 4, 3];
countdown = 16;
} else if (level <= 15) {
gridRows = [4, 5, 4];
} else {
// Default to the highest defined grid for levels beyond those explicitly defined
gridRows = [3, 4, 5, 4, 3];
}
var tileSpacingX = 250;
var tileSpacingY = 210;
var startX = (2048 - Math.max.apply(Math, gridRows) * tileSpacingX) / 2 + tileSpacingX / 2;
var startY = (2732 - gridRows.length * tileSpacingY) / 2 + tileSpacingY / 2;
// Initialize hex tiles
for (var i = 0; i < gridRows.length; i++) {
for (var j = 0; j < gridRows[i]; j++) {
var hexTile = new HexTile(i * gridRows.length + j);
var numberRange;
if (level <= 2) {
numberRange = 3;
} else if (level <= 5) {
numberRange = 7;
} else if (level <= 10) {
numberRange = 9;
} else {
numberRange = 12;
}
hexTile.setNumber(Math.floor(Math.random() * numberRange) + 1);
hexTile.x = startX + j * tileSpacingX + (Math.max.apply(Math, gridRows) - gridRows[i]) * tileSpacingX / 2;
hexTile.y = startY + i * tileSpacingY;
game.addChild(hexTile);
hexTiles.push(hexTile);
(function (hexTile) {
hexTile.on('down', function (obj) {
if (countdown > 0) {
return;
}
if (selectedTiles.length < 2) {
hexTile.toggleSelect();
if (hexTile.isSelected) {
selectedTiles.push(hexTile);
if (selectedTiles.length == 2) {
if (selectedTiles[0].number + selectedTiles[1].number === goalNumber) {
var pairId = [selectedTiles[0].id, selectedTiles[1].id].sort().join('-');
if (!guessedPairs[pairId]) {
guessedPairs[pairId] = true;
correctGuess++;
combinationsText.setText(correctGuess + '/' + correctCombinations);
}
LK.setTimeout(function () {
if (selectedTiles.length > 0) {
selectedTiles[0].toggleSelect();
}
if (selectedTiles.length > 1) {
selectedTiles[1].toggleSelect();
}
selectedTiles = [];
}, 300);
if (correctGuess === correctCombinations) {
level++;
LK.setScore(LK.getScore() + 1);
correctGuess = 0;
guessedPairs = {};
combinationsText.setText(correctGuess + '/' + correctCombinations);
levelText.setText('Level ' + level);
countdown = 11; // Initialize countdown with correct starting value for level 1
goalText.visible = false;
combinationsText.visible = false;
countdownText.alpha = 1;
countdownText.setText(countdown);
LK.clearInterval(countdownInterval);
countdownInterval = LK.setInterval(function () {
countdown--;
if (countdown <= 0) {
countdownText.alpha = 0;
goalText.visible = true;
combinationsText.visible = true;
LK.clearInterval(countdownInterval);
for (var i = 0; i < hexTiles.length; i++) {
hexTiles[i].getChildAt(1).setText('');
}
} else {
countdownText.setText(countdown);
}
}, 1000);
LK.effects.flashScreen(0x90EE90, 500);
// Show success message
var successMessages = ["Great Job!", "Level Cleared!", "Awesome!", "Well Done!", "Fantastic!"];
var randomSuccessMessageIndex = Math.floor(Math.random() * successMessages.length);
var successMessage = new Text2(successMessages[randomSuccessMessageIndex], {
size: 75,
// Adjust size to match motivational text
fill: '#ffffff',
alpha: 1
});
successMessage.anchor.set(0.5, 0); // Adjust anchor to match motivational text
successMessage.x = 0; // Center horizontally
successMessage.y = 400; // Position at the same height as motivational text
LK.gui.top.addChild(successMessage);
// Initialize variables for success message fade out
var successMessageFadeOut = true;
var successMessageFadeDuration = 120; // Duration for fade out in ticks (2 seconds at 60FPS), starts 1 second after appearing
var successMessageFadeCounter = 0; // Counter to track the number of ticks for fading
LK.on('tick', function () {
if (successMessageFadeOut) {
successMessageFadeCounter++;
var progress = successMessageFadeCounter / successMessageFadeDuration;
successMessage.alpha = 1 - progress;
if (successMessageFadeCounter >= successMessageFadeDuration) {
successMessageFadeOut = false; // Stop fading
LK.gui.top.removeChild(successMessage); // Ensure the message is removed after fading
}
}
});
// Remove previous hex tiles
for (var i = 0; i < hexTiles.length; i++) {
hexTiles[i].destroy();
}
hexTiles = [];
initializeHexTiles();
// Update goal and guesses with new numbers on the new grid
// Ensure a different random background color is chosen when the level changes, different from the previous one.
var previousBackgroundColor = game.backgroundColor;
var newColors = [0x8AACB8, 0x61AC84, 0xcc919a, 0xFFA07A, 0xB39BDB, 0x73be73].filter(function (color) {
return color !== previousBackgroundColor;
});
game.setBackgroundColor(newColors[Math.floor(Math.random() * newColors.length)]);
var randomTile1 = hexTiles[Math.floor(Math.random() * hexTiles.length)];
var randomTile2 = hexTiles[Math.floor(Math.random() * hexTiles.length)];
while (randomTile1 === randomTile2) {
randomTile2 = hexTiles[Math.floor(Math.random() * hexTiles.length)];
}
goalNumber = randomTile1.number + randomTile2.number;
goalText.setText(goalNumber);
// Reset combinations
correctCombinations = 0;
for (var i = 0; i < hexTiles.length; i++) {
for (var j = i + 1; j < hexTiles.length; j++) {
if (hexTiles[i].number + hexTiles[j].number === goalNumber) {
correctCombinations++;
}
}
}
combinationsText.setText(correctGuess + '/' + correctCombinations);
}
} else {
lives--;
lifeIcons[lives].destroy();
if (lives <= 0) {
LK.showGameOver();
} else {
LK.effects.flashScreen(0xFFA07A, 500);
}
LK.setTimeout(function () {
if (selectedTiles.length > 0) {
selectedTiles[0].toggleSelect();
}
if (selectedTiles.length > 1) {
selectedTiles[1].toggleSelect();
}
selectedTiles = [];
}, 300);
}
}
} else {
var index = selectedTiles.indexOf(hexTile);
if (index > -1) {
selectedTiles.splice(index, 1);
}
}
}
});
})(hexTile);
}
}
}
initializeHexTiles();
}
initializeHexTiles();
var randomTile1 = hexTiles[Math.floor(Math.random() * hexTiles.length)];
var randomTile2 = hexTiles[Math.floor(Math.random() * hexTiles.length)];
while (randomTile1 === randomTile2) {
randomTile2 = hexTiles[Math.floor(Math.random() * hexTiles.length)];
}
var goalNumber = randomTile1.number + randomTile2.number;
var goalText = new Text2(goalNumber, {
size: 300,
fill: '#ffffff',
alpha: 0 // Make invisible initially
});
// Initialize goal text fade-in variables
var goalTextFadeIn = false;
var goalTextFadeDuration = 60; // Duration for fade in in ticks (1 second at 60FPS)
var goalTextFadeCounter = 0; // Counter to track the number of ticks for fading
goalText.visible = false; // Ensure goal text is initially invisible
goalText.anchor.set(0.5, 1);
goalText.y += 550;
LK.gui.top.addChild(goalText);
// Calculate the number of unique correct combinations
var correctCombinations = 0;
for (var i = 0; i < hexTiles.length; i++) {
for (var j = i + 1; j < hexTiles.length; j++) {
if (hexTiles[i].number + hexTiles[j].number === goalNumber) {
correctCombinations++;
}
}
}
// Display the number of unique correct combinations below the goal
var combinationsText = new Text2(correctGuess + '/' + correctCombinations, {
size: 100,
fill: '#ffffff',
alpha: 1 // Make visible
});
// Initialize combinations text fade-in variables
var combinationsTextFadeIn = false;
var combinationsTextFadeDuration = 60; // Duration for fade in in ticks (1 second at 60FPS)
var combinationsTextFadeCounter = 0; // Counter to track the number of ticks for fading
combinationsText.visible = false; // Ensure combinations text is initially invisible
combinationsText.anchor.set(0.5, 0);
combinationsText.y += 1400;
LK.gui.top.addChild(combinationsText);
// Game tick function
LK.on('tick', function () {
// Handle goal text fade in effect
if (goalTextFadeIn) {
goalTextFadeCounter++;
var progress = goalTextFadeCounter / goalTextFadeDuration;
goalText.alpha = progress;
if (goalTextFadeCounter >= goalTextFadeDuration) {
goalTextFadeIn = false; // Stop fading
}
}
// Handle combinations text fade in effect
if (combinationsTextFadeIn) {
combinationsTextFadeCounter++;
var progress = combinationsTextFadeCounter / combinationsTextFadeDuration;
combinationsText.alpha = progress;
if (combinationsTextFadeCounter >= combinationsTextFadeDuration) {
combinationsTextFadeIn = false; // Stop fading
}
}
// Game logic that needs to be executed every frame
}); ===================================================================
--- original.js
+++ change.js
@@ -100,14 +100,11 @@
originalGameDownHandler(obj);
// Make level text visible on first touch
levelText.alpha = 1;
levelText.visible = true;
- // Initially hide the countdown text
- countdownText.visible = false;
LK.setTimeout(function () {
- // Show the countdown text after a delay of 1 second
countdownText.visible = true;
- }, 1500);
+ }, 1000);
touchToStartText.visible = false;
// Start fading out the game title
var gameTitleFadeOut = true;
var gameTitleFadeDuration = 60; // Duration for fade out in ticks (1 second at 60FPS)
@@ -353,9 +350,9 @@
correctGuess = 0;
guessedPairs = {};
combinationsText.setText(correctGuess + '/' + correctCombinations);
levelText.setText('Level ' + level);
- countdown = 10;
+ countdown = 11; // Initialize countdown with correct starting value for level 1
goalText.visible = false;
combinationsText.visible = false;
countdownText.alpha = 1;
countdownText.setText(countdown);