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Make sure numbers are alwatlys displayed after counter finishes in new level
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if correct guesse equals correct combinations, update countdown to the number depending the rule of the level they are int
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Do not diasplay original countdown number, only the updated one
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when a new level starts, hide countdown for one second
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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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Countdown should be 10 seconds
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move lifes and level 50 pixels to the left
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when a hextile is toggled, make it not clickable, until it is toggled again
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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
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add soft blue as random backround color
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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 = 15; } 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); // Update countdown based on level if (level <= 2) { countdown = 16; } else if (level <= 5) { countdown = 21; } else if (level <= 10) { countdown = 26; } else { countdown = 31; } goalText.visible = false; combinationsText.visible = false; countdownText.alpha = 1; countdownText.setText(countdown.toString()); 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.toString()); } }, 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
@@ -287,9 +287,9 @@
gridRows = [2, 3, 2];
countdown = 11;
} else if (level <= 2) {
gridRows = [3, 4, 3];
- countdown = 16;
+ countdown = 15;
} else if (level <= 15) {
gridRows = [4, 5, 4];
} else {
// Default to the highest defined grid for levels beyond those explicitly defined