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Fix these bugs and load level2 after level1
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When level1 is completed load level2
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Ensure load next levels
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Repair card pairs bug on levels
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Update the game with the latest lk engine
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Ensure that every card in the level5 has a pair
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If the player clicks on the next level button then load the next level!
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When the level1 is finished, play the you win animation and display the go to the next level button
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Reload the game to level1
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Reload level1
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Remove level 5 from the game! I see you are an idiot in this task...
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Avoid green Square bug!!!
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Add pairJ asset to the game
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avoid green rectangle bug
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Repair and Avoid this bug!
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Avoid green rectangle bug in the game
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There is a big bug in the level5! 2 cards not have pair, repair this big!
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Add pairI asset to the game logic
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You load wrong the card pairs in the level 5!
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Please fix the bug: 'Uncaught TypeError: matchedPairs.has is not a function' in or related to this line: 'if (!matchedPairs.has(pairIds[cardIndex])) {' Line Number: 268
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Please fix the bug: 'Set is not a constructor' in or related to this line: 'var matchedPairs = new Set();' Line Number: 149
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Avoid reload a pair
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There is a big bug in the game! You loaded cards wrong and one card has no pair
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You should ensure that each card has ONLY one pair in the game AND NOT MORE!
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Avoid repetition of pairs!
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { bestScore: 0, level: 1 }); /**** * Classes ****/ var Card = Container.expand(function (cardId, pairId) { var self = Container.call(this); self.cardId = cardId; self.pairId = pairId; self.isFlipped = false; self.isMatched = false; // Card back (shown when not flipped) var cardBack = self.attachAsset('cardBack', { anchorX: 0.5, anchorY: 0.5 }); // Card front (the actual pattern/color) var cardFront = self.attachAsset('pair' + pairId, { anchorX: 0.5, anchorY: 0.5, visible: false }); if (pairId === 'J') { cardFront = self.attachAsset('pairJ', { anchorX: 0.5, anchorY: 0.5, visible: false }); } self.back = cardBack; self.front = cardFront; // Method to flip the card self.flip = function () { if (self.isMatched || self.isFlipped) { return false; } LK.getSound('flip').play(); self.isFlipped = true; // Animate the flip tween(cardBack, { scaleX: 0 }, { duration: 150, easing: tween.easeIn, onFinish: function onFinish() { cardBack.visible = false; cardFront.visible = true; tween(cardFront, { scaleX: 1 }, { duration: 150, easing: tween.easeOut }); } }); return true; }; // Method to flip back self.flipBack = function () { if (self.isMatched || !self.isFlipped) { return; } self.isFlipped = false; tween(cardFront, { scaleX: 0 }, { duration: 150, easing: tween.easeIn, onFinish: function onFinish() { cardFront.visible = false; cardBack.visible = true; tween(cardBack, { scaleX: 1 }, { duration: 150, easing: tween.easeOut }); } }); }; // Method to mark card as matched self.setMatched = function () { self.isMatched = true; // Create a matched effect var matchEffect = self.attachAsset('cardMatch', { anchorX: 0.5, anchorY: 0.5, alpha: 0 }); tween(matchEffect, { alpha: 0.7 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { matchEffect.destroy(); // Remove the matched effect after animation self.removeChild(matchEffect); // Ensure the effect is removed from the display list } }); }; // Handle card selection self.down = function (x, y, obj) { if (!gameActive || processingMatch || self.isMatched) { return; } var flipped = self.flip(); if (flipped) { checkForMatch(self); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Updated to use the latest LK engine default background color }); /**** * Game Code ****/ // Game state variables var cards = []; var gridWidth = 4; var gridHeight = 3; var cardWidth = 180; var cardHeight = 250; var cardSpacing = 200; // Increased vertical spacing between cards var flippedCards = []; var gameActive = false; var processingMatch = false; var moves = 0; var pairsFound = 0; var level = 1; var totalPairs = gridWidth * gridHeight / 2; var gameStartTime; // UI Elements var titleText = new Text2("St. Patrick's Day Match Game", { size: 80, fill: 0xFFA500, fontWeight: 'bolder' }); titleText.anchor.set(0.5, 0); LK.gui.top.addChild(titleText); titleText.y = 50; var movesText = new Text2('Moves: 0', { size: 60, fill: 0xFFFFFF }); movesText.anchor.set(0, 0); LK.gui.topLeft.addChild(movesText); movesText.x = 120; movesText.y = 150; var levelText = new Text2('Level: ' + level, { size: 60, fill: 0xFFFFFF }); levelText.anchor.set(1, 0); LK.gui.topRight.addChild(levelText); levelText.x = -120; levelText.y = 150; var timerText = new Text2('Time: 0s', { size: 60, fill: 0xFFFFFF }); timerText.anchor.set(0.5, 0); LK.gui.top.addChild(timerText); timerText.y = 150; var startBtn = new Container(); var startBtnBg = startBtn.attachAsset('startButton', { anchorX: 0.5, anchorY: 0.5 }); var startBtnText = new Text2('Start Game', { size: 60, fill: 0xFFFFFF }); startBtnText.anchor.set(0.5, 0.5); startBtn.addChild(startBtnText); startBtn.x = 2048 / 2; startBtn.y = 2732 / 2; game.addChild(startBtn); // Timer update var timerInterval; function startTimer() { gameStartTime = Date.now(); timerInterval = LK.setInterval(function () { var elapsed = Math.floor((Date.now() - gameStartTime) / 1000); timerText.setText('Time: ' + elapsed + 's'); }, 1000); } // Initialize the game board function initializeBoard() { // Clear existing cards for (var i = 0; i < cards.length; i++) { cards[i].destroy(); } cards = []; flippedCards = []; pairsFound = 0; moves = 0; processingMatch = false; gameActive = true; movesText.setText('Moves: 0'); // Set level-based grid size if (level === 1) { gridWidth = 4; gridHeight = 3; } else if (level === 2) { gridWidth = 4; gridHeight = 4; } else if (level === 3 || level === 4) { gridWidth = 5; gridHeight = 4; } else if (level >= 5) { gridWidth = 5; gridHeight = 5; } totalPairs = gridWidth * gridHeight / 2; // Create cards and assign pairs var pairIds = []; for (var p = 0; p < totalPairs; p++) { // Use letters for pair IDs (A, B, C, etc.) var pairLetter = String.fromCharCode(65 + p % (level >= 5 ? 12 : 8)); pairIds.push(pairLetter); pairIds.push(pairLetter); } // Shuffle pairs for (var s = pairIds.length - 1; s > 0; s--) { var j = Math.floor(Math.random() * (s + 1)); var temp = pairIds[s]; pairIds[s] = pairIds[j]; pairIds[j] = temp; } // Determine the grid layout positioning var gridTotalWidth = gridWidth * cardWidth + (gridWidth - 1) * cardSpacing; var gridTotalHeight = gridHeight * cardHeight + (gridHeight - 1) * cardSpacing; var startX = (2048 - gridTotalWidth) / 2; var startY = (2732 - gridTotalHeight) / 2 + (level >= 5 ? 100 : 0); // Create and position the cards var cardIndex = 0; for (var row = 0; row < gridHeight; row++) { for (var col = 0; col < gridWidth; col++) { var x = startX + col * (cardWidth + cardSpacing) + cardWidth / 2; var y = startY + row * (cardHeight + cardSpacing) + cardHeight / 2; // Skip loading the card from the center of the grid in level 5 if (!(level === 5 && row === Math.floor(gridHeight / 2) && col === Math.floor(gridWidth / 2))) { var card = new Card(cardIndex, pairIds[cardIndex]); card.x = x; card.y = y; cards.push(card); game.addChild(card); cardIndex++; } } } // Start the timer startTimer(); // Play background music LK.playMusic('bgmusic'); } // Check for matching cards function checkForMatch(card) { flippedCards.push(card); if (flippedCards.length === 2) { processingMatch = true; moves++; movesText.setText('Moves: ' + moves); var card1 = flippedCards[0]; var card2 = flippedCards[1]; if (card1.pairId === card2.pairId) { // Match found LK.setTimeout(function () { LK.getSound('match').play(); card1.setMatched(); card2.setMatched(); flippedCards = []; processingMatch = false; // Increment pairs found pairsFound++; // Check for win condition if (pairsFound === totalPairs) { gameWon(); } }, 500); } else { // No match LK.setTimeout(function () { LK.getSound('nomatch').play(); card1.flipBack(); card2.flipBack(); flippedCards = []; processingMatch = false; }, 1000); } } } // Handle game win function gameWon() { gameActive = false; // Calculate score based on moves and time var timeElapsed = Math.floor((Date.now() - gameStartTime) / 1000); LK.clearInterval(timerInterval); // Calculate score (fewer moves and less time = higher score) var baseScore = 1000; var movePenalty = moves * 10; var timePenalty = timeElapsed * 2; var score = Math.max(100, baseScore - movePenalty - timePenalty); // Update best score if (score > storage.bestScore) { storage.bestScore = score; } // Set the score LK.setScore(score); // Play win sound LK.getSound('win').play(); // Show win message LK.setTimeout(function () { // Level up level++; storage.level = level; // Show you win screen LK.showYouWin(); // Load the next level after a short delay to ensure transition LK.setTimeout(function () { initializeBoard(); gameActive = true; // Reactivate the game startTimer(); // Restart the timer for the new level }, 2000); // Delay to allow the win screen to show }, 1500); } // Start button interaction startBtn.down = function (x, y, obj) { game.removeChild(startBtn); initializeBoard(); }; // Handle game update game.update = function () { // Nothing needed here as the game logic is event-driven };
===================================================================
--- original.js
+++ change.js
@@ -329,12 +329,14 @@
level++;
storage.level = level;
// Show you win screen
LK.showYouWin();
- // Load the next level immediately
- initializeBoard();
- gameActive = true; // Reactivate the game
- startTimer(); // Restart the timer for the new level
+ // Load the next level after a short delay to ensure transition
+ LK.setTimeout(function () {
+ initializeBoard();
+ gameActive = true; // Reactivate the game
+ startTimer(); // Restart the timer for the new level
+ }, 2000); // Delay to allow the win screen to show
}, 1500);
}
// Start button interaction
startBtn.down = function (x, y, obj) {