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Make it animation youwinWoman and youwinWoman2 changing 1 second
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Dublicate youwinWoman for make it a simple animation and name it youwinWoman2 and change it 2seconds time
Code edit (1 edits merged)
Please save this source code
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When the questions finished make a new screen and put a mini puzzle game in it with a new puzzleWoman asset. Divide the puzzleWoman asset to 9 and make it the whole picture. If you won continue to what and win screen all same.
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When the questions finished make a new screen and put a mini puzzle game in it with a new puzzleWoman asset. Make 9 pieces that asset and make the true picture for skip it. If you won continue to what and win screen all same.
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When the questions finished make a new screen and put a mini puzzle game in it with a new puzzleWoman asset. If you won continue to what and win screen all same.
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When the questions finished make a new screen and put a mini game in it with girl. Chose an exciting mini game. If you won continue to what and win screen
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When the questions finished make a new screen and put a SOS game in it with girl. If you won continue to what and win screen
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Move mute button 16px down
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Move Your score line 17px down
Code edit (1 edits merged)
Please save this source code
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Move Your score line 30px down
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Move mute button 30px down
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Please fix the bug: 'Uncaught TypeError: LK.muteAll is not a function' in or related to this line: 'LK.muteAll();' Line Number: 468
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Make a mute button for shut the sounds
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Make a mute button. But it shows after starting screen
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Move mute button up 50px
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Add mute button to bottom left after starting screen, toggling all music and sound
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add a mute button after starting screen. to bottom left corner. When you click it every music and sound silence, until click and open again
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Burada toplam 13 soru var. 13 sorudan karışık 6 soru görmek gerekiyor her oyunda. Kodda bir hata mı var? Son sorular hiç denk felmiyor. Düzeltelim
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Move mute button screens bottom left corner
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Move mute button right 80px
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Move mute button right 50px
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Move mute button left for 500px
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Move mute button left for 200px
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // PuzzleWoman class for 9-piece puzzle mini-game var PuzzleWoman = Container.expand(function () { var self = Container.call(this); // Puzzle config var pieceCount = 3; // 3x3 grid var pieceSize = 400; // Each piece is 400x400 px (puzzleWoman asset is 1200x1200) var offsetX = 2048 / 2 - pieceCount * pieceSize / 2; var offsetY = 600; // Centered vertically, adjust as needed // Store pieces and their correct positions self.pieces = []; self.correctOrder = []; self.emptyIndex = pieceCount * pieceCount - 1; // Last piece is empty (for sliding puzzle) self.solved = false; // Create puzzle pieces for (var i = 0; i < pieceCount * pieceCount; i++) { var row = Math.floor(i / pieceCount); var col = i % pieceCount; var piece = LK.getAsset('puzzleWoman', { anchorX: 0, anchorY: 0, width: pieceSize, height: pieceSize, x: offsetX + col * pieceSize, y: offsetY + row * pieceSize, cropX: col * pieceSize, cropY: row * pieceSize, cropWidth: pieceSize, cropHeight: pieceSize, visible: i !== self.emptyIndex // Hide the last piece (empty slot) }); self.addChild(piece); self.pieces.push(piece); self.correctOrder.push(i); piece._puzzleIndex = i; piece._row = row; piece._col = col; // Add touch/click handler (function (idx) { piece.down = function (x, y, obj) { if (self.solved) return; self.tryMove(idx); }; })(i); } // Shuffle puzzle (simple shuffle, but always solvable for 3x3) self.shuffle = function () { var moves = 100; for (var m = 0; m < moves; m++) { var neighbors = self.getMovableNeighbors(self.emptyIndex); var moveIdx = neighbors[Math.floor(Math.random() * neighbors.length)]; self.swapPieces(self.emptyIndex, moveIdx); self.emptyIndex = moveIdx; } self.updatePiecePositions(); }; // Get indices of pieces that can move into the empty slot self.getMovableNeighbors = function (emptyIdx) { var neighbors = []; var row = Math.floor(emptyIdx / pieceCount); var col = emptyIdx % pieceCount; var dirs = [{ dr: -1, dc: 0 }, // up { dr: 1, dc: 0 }, // down { dr: 0, dc: -1 }, // left { dr: 0, dc: 1 } // right ]; for (var d = 0; d < dirs.length; d++) { var nr = row + dirs[d].dr; var nc = col + dirs[d].dc; if (nr >= 0 && nr < pieceCount && nc >= 0 && nc < pieceCount) { neighbors.push(nr * pieceCount + nc); } } return neighbors; }; // Try to move a piece into the empty slot self.tryMove = function (idx) { if (self.isNeighbor(idx, self.emptyIndex)) { self.swapPieces(idx, self.emptyIndex); self.updatePiecePositions(); self.emptyIndex = idx; if (self.checkSolved()) { self.solved = true; if (typeof self.onSolved === "function") { self.onSolved(); } } } }; // Check if two indices are neighbors (can swap) self.isNeighbor = function (idx1, idx2) { var r1 = Math.floor(idx1 / pieceCount), c1 = idx1 % pieceCount; var r2 = Math.floor(idx2 / pieceCount), c2 = idx2 % pieceCount; return Math.abs(r1 - r2) + Math.abs(c1 - c2) === 1; }; // Swap two pieces in the array self.swapPieces = function (idx1, idx2) { var tmp = self.pieces[idx1]; self.pieces[idx1] = self.pieces[idx2]; self.pieces[idx2] = tmp; }; // Update the visual positions of all pieces self.updatePiecePositions = function () { for (var i = 0; i < self.pieces.length; i++) { var row = Math.floor(i / pieceCount); var col = i % pieceCount; var piece = self.pieces[i]; piece.x = offsetX + col * pieceSize; piece.y = offsetY + row * pieceSize; piece.visible = i !== self.emptyIndex; } }; // Check if puzzle is solved self.checkSolved = function () { for (var i = 0; i < self.pieces.length; i++) { if (self.pieces[i]._puzzleIndex !== i) return false; } return true; }; // Show the solved image (for skip) self.showSolved = function () { for (var i = 0; i < self.pieces.length; i++) { self.pieces[i].x = offsetX + i % pieceCount * pieceSize; self.pieces[i].y = offsetY + Math.floor(i / pieceCount) * pieceSize; self.pieces[i].visible = true; } self.emptyIndex = -1; self.solved = true; if (typeof self.onSolved === "function") { self.onSolved(); } }; // Shuffle on creation self.shuffle(); return self; }); // Woman character class var Woman = Container.expand(function () { var self = Container.call(this); // State: 'happy', 'angry', 'surprised' self.state = 'happy'; // Attach face (default: happy) self.face = self.attachAsset('happyWoman', { anchorX: 0.5, anchorY: 0.5 }); // Attach mouth self.mouth = self.attachAsset('mouth', { anchorX: 0.5, anchorY: 0.5, x: -15, // move 3.75mm left (35px left from center, 5mm right from previous) // centered horizontally, but offset slightly left y: 40 // move up 1cm (40px from woman's center) }); // Animate mouth open/close self.mouthTalking = false; self.mouthTween = null; self.setState = function (state) { if (self.state === state) { return; } self.state = state; // Remove old face self.face.destroy(); // Add new face var faceId = 'happyWoman'; if (state === 'angry') { faceId = 'angryWoman'; } if (state === 'surprised') { faceId = 'surprisedWoman'; } self.face = self.attachAsset(faceId, { anchorX: 0.5, anchorY: 0.5 }); // Keep mouth on top if (self.mouth && typeof self.mouth.parent !== "undefined" && self.mouth.parent !== null) { if (typeof self.mouth.parent.removeChild === "function") { self.mouth.parent.removeChild(self.mouth); } } self.addChild(self.mouth); // Adjust mouth position based on state if (state === 'angry') { self.mouth.x = -25; // Move mouth 10px left from original position (-15 - 10 = -25) self.mouth.y = 0; // Move mouth 40px up from original position (40 - 40 = 0) } else { self.mouth.x = -15; // Reset X to original position self.mouth.y = 40; // Reset to original position } }; self.startTalking = function () { if (self.mouthTalking) { return; } self.mouthTalking = true; animateMouth(); }; self.stopTalking = function () { self.mouthTalking = false; if (self.mouthTween) { tween.stop(self.mouth); self.mouthTween = null; } // Reset mouth to closed self.mouth.scaleY = 1; }; function animateMouth() { if (!self.mouthTalking) { return; } // Play WomanTalk sound when mouth starts moving (only if not already playing) if (!womanTalkPlaying && typeof isMuted !== "undefined" && !isMuted) { womanTalkPlaying = true; var soundInstance = LK.getSound('WomanTalk'); soundInstance.play(); // Use sound's actual duration or a longer timeout to ensure sound finishes LK.setTimeout(function () { womanTalkPlaying = false; }, 2000); // Increased timeout to ensure sound completes } // Open self.mouthTween = tween(self.mouth, { scaleY: 2 }, { duration: 120, easing: tween.easeIn, onFinish: function onFinish() { // Close self.mouthTween = tween(self.mouth, { scaleY: 1 }, { duration: 120, easing: tween.easeOut, onFinish: function onFinish() { // Repeat if still talking animateMouth(); } }); } }); } return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xf0f0f0 }); /**** * Game Code ****/ // New asset: 'background' (light gray, editable later) // New asset: 'What' (placeholder, 400x400, editable later) // Heart (for lives) // Mouth (Ellipse for talking) // Surprised Woman (Yellow Square) // Angry Woman (Purple Square) // Happy Woman (Red Square) // Questions and answers function _typeof(o) { "@babel/helpers - typeof"; return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof(o); } function _defineProperty(e, r, t) { return (r = _toPropertyKey(r)) in e ? Object.defineProperty(e, r, { value: t, enumerable: !0, configurable: !0, writable: !0 }) : e[r] = t, e; } function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : i + ""; } function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) { return t; } var e = t[Symbol.toPrimitive]; if (void 0 !== e) { var i = e.call(t, r || "default"); if ("object" != _typeof(i)) { return i; } throw new TypeError("@@toPrimitive must return a primitive value."); } return ("string" === r ? String : Number)(t); } var questions = [{ text: "Do you know why you are here?", answers: [{ text: "Yes", correct: false }, { text: "Of course, baby!", correct: false }, { text: "Who am I?", correct: true }] }, { text: "Do you think I don’t know who you are?", answers: [{ text: "The Thunderstorm?", correct: false }, { text: "A helpless servant?", correct: false }, { text: "A curious caterpillar?", correct: true }] }, { text: "Are you curious about me?", answers: [{ text: "No, about who I am!", correct: true }, { text: "No, about my fate!", correct: false }, { text: "Yes!", correct: false }] }, { text: "What are you trying to understand?", answers: [{ text: "Who I am", correct: true }, { text: "The Quantum Theory", correct: false }, { text: "Meaning of life", correct: false }] }, { text: "Are you a valuable person?", answers: [{ text: "Am I a person?", correct: true }, { text: "Shine like a diamond", correct: false }, { text: "I am the ONE!", correct: false }] }, { text: "Who's playing you in this game?", answers: [{ text: "Someone acting like me", correct: true }, { text: "A finger on a screen", correct: false }, { text: "You, cunning trickster!", correct: false }] }, { text: "Are you a human?", answers: [{ text: "Who man?", correct: true }, { text: "I am BATMAN!", correct: false }, { text: "I am a chicken salad", correct: false }] }, { text: "What do you feel right now?", answers: [{ text: "Confused but curious", correct: true }, { text: "Need some Turkish Delight", correct: false }, { text: "Like a llama on a treadmill", correct: false }] }, { text: "Why do you keep answering?", answers: [{ text: "To learn who I am", correct: true }, { text: "Yes! Why?", correct: false }, { text: "It's fun!", correct: false }] }, { text: "Do you believe you're real?", answers: [{ text: "I hope so", correct: true }, { text: "Real! Madrid!", correct: false }, { text: "Not after this game", correct: false }] }, { text: "What is your greatest fear?", answers: [{ text: "Not to exist", correct: true }, { text: "Men made of spiders", correct: false }, { text: "Spiders", correct: false }] }, { text: "Are you kidding me?", answers: [{ text: "No!", correct: true }, { text: "You are god damn right!", correct: false }, { text: "I am the Joker!", correct: false }] }, { text: "Where do you think you began?", answers: [{ text: "I may not have started", correct: true }, { text: "In a hospital", correct: false }, { text: "at Camp Nou", correct: false }] }, { text: "Who can you fall in love with?", answers: [{ text: "Can I fall in love?", correct: true }, { text: "You!", correct: false }, { text: "To the hottest", correct: false }] }]; // Shuffle answers for each question function shuffle(arr) { for (var i = arr.length - 1; i > 0; i--) { var j = Math.floor(Math.random() * (i + 1)); var t = arr[i]; arr[i] = arr[j]; arr[j] = t; } return arr; } // Randomly select 6 questions from the available questions var selectedQuestions = shuffle(questions.slice()).slice(0, 6); questions = selectedQuestions; for (var i = 0; i < questions.length; i++) { questions[i].answers = shuffle(questions[i].answers.slice()); } // Game state var currentQuestion = 0; var hearts = 3; var maxHearts = 3; var woman = null; var answerButtons = []; var questionText = null; var heartIcons = []; var angryTimeout = null; var surprisedShown = false; var gameTimer = 30; // Timer in seconds var timerText = null; var gameEnded = false; var showingStartScreen = true; var startingWomanAsset = null; var gameNameAsset = null; var finalScore = 0; var scoreText = null; var womanTalkPlaying = false; // Flag to prevent overlapping WomanTalk sounds // Layout constants var womanCenterX = 2048 / 2; var womanCenterY = 900; var questionY = 1500; var answerStartY = 1750; var answerSpacing = 220; // Add background asset (behind all elements) var backgroundAsset = LK.getAsset('background', { anchorX: 0.5, anchorY: 0, x: 2048 / 2, y: 0 }); game.addChild(backgroundAsset); // Add woman character woman = new Woman(); game.addChild(woman); woman.x = womanCenterX; woman.y = womanCenterY; // Add hearts (below answer buttons, centered) for (var h = 0; h < maxHearts; h++) { var heart = LK.getAsset('heart', { anchorX: 0.5, anchorY: 0.5 }); // Place below answer buttons, centered horizontally // Place hearts in a row, centered at 2048/2, below last answer button var totalWidth = (maxHearts - 1) * 200; heart.x = 2048 / 2 - totalWidth / 2 + h * 200; heart.y = answerStartY + 3 * answerSpacing + 150; // 150px below last answer button (moved down 50px) game.addChild(heart); heartIcons.push(heart); } // Add question text questionText = new Text2('', { size: 120, fill: 0xffffff, font: "'GillSans-Bold',Impact,'Arial Black',Tahoma" }); questionText.anchor.set(0.5, 0); questionText.x = 2048 / 2; questionText.y = questionY; game.addChild(questionText); // Add timer text in top right corner timerText = new Text2('0:30', { size: 80, fill: 0xFFFFFF, font: "Impact,'Comic Sans MS','Marker Felt','Chalkboard SE',fantasy" }); timerText.anchor.set(1, 0); // Right-aligned, top timerText.x = -50; // 50px from right edge (relative to topRight) timerText.y = 50; // 50px from top LK.gui.topRight.addChild(timerText); // --- Mute Button Implementation --- var isMuted = false; var muteBtn = new Container(); var muteBg = muteBtn.attachAsset('box', { width: 120, height: 120, color: 0x222222, anchorX: 0.5, anchorY: 0.5 }); var muteIcon = new Text2('🔊', { size: 80, fill: 0xffffff }); muteIcon.anchor.set(0.5, 0.5); muteIcon.x = 0; muteIcon.y = 0; muteBtn.addChild(muteIcon); // Place mute button at top right, below timer (avoid overlap) muteBtn.x = -50; muteBtn.y = 246; // moved 16px further down LK.gui.topRight.addChild(muteBtn); function updateMuteIcon() { muteIcon.setText(isMuted ? '🔇' : '🔊'); } muteBtn.down = function (x, y, obj) { isMuted = !isMuted; updateMuteIcon(); if (isMuted) { // Stop all music and prevent further sounds/music from playing LK.stopMusic(); } else { // Optionally, resume music if not muted and game is running if (!showingStartScreen) { LK.playMusic('Game'); } } }; updateMuteIcon(); // Answer button class function createAnswerButton(idx) { var btn = new Container(); // Button background var bg = btn.attachAsset('box', { width: 900, height: 160, color: 0x000000, anchorX: 0.5, anchorY: 0.5 }); // Button text var txt = new Text2('', { size: 70, fill: 0xffffff }); txt.anchor.set(0.5, 0.5); txt.x = 0; txt.y = 0; btn.addChild(txt); // Position btn.x = 2048 / 2; btn.y = answerStartY + idx * answerSpacing + 100; // Store for later btn.bg = bg; btn.txt = txt; btn.idx = idx; // Add to game game.addChild(btn); // Touch/click handler btn.down = function (x, y, obj) { handleAnswer(idx); }; return btn; } // Create answer buttons for (var i = 0; i < 3; i++) { var btn = createAnswerButton(i); answerButtons.push(btn); } // Update hearts display function updateHearts() { for (var i = 0; i < heartIcons.length; i++) { heartIcons[i].alpha = i < hearts ? 1 : 0.2; } } // Show question and answers function showQuestion() { if (currentQuestion >= questions.length) { // Show surprised woman showSurprised(); return; } var q = questions[currentQuestion]; questionText.setText(q.text); for (var i = 0; i < 3; i++) { var ans = q.answers[i]; answerButtons[i].txt.setText(ans ? ans.text : ''); answerButtons[i].visible = !!ans; answerButtons[i].bg.color = 0xf0f0f0; } // Woman happy woman.setState('happy'); woman.startTalking(); // Stop talking after 1.2s LK.setTimeout(function () { woman.stopTalking(); }, 1200); } // Handle answer selection function handleAnswer(idx) { if (gameEnded || currentQuestion >= questions.length) { return; } var q = questions[currentQuestion]; var ans = q.answers[idx]; if (!ans) { return; } // Disable buttons for now for (var i = 0; i < 3; i++) { answerButtons[i].down = null; } if (ans.correct) { // Correct: progress answerButtons[idx].bg.color = 0x83de44; // green // Play correct answer sound if (!isMuted) { LK.getSound('Correct').play(); } woman.setState('happy'); woman.startTalking(); LK.setTimeout(function () { woman.stopTalking(); currentQuestion++; showQuestion(); // Re-enable buttons for (var i = 0; i < 3; i++) { answerButtons[i].down = function (i) { return function (x, y, obj) { handleAnswer(i); }; }(i); } }, 900); } else { // Wrong: lose heart, angry woman, flash answerButtons[idx].bg.color = 0xff3b3b; // red // Play wrong answer sound if (!isMuted) { LK.getSound('Nein').play(); } hearts--; updateHearts(); woman.setState('angry'); woman.startTalking(); LK.effects.flashObject(woman, 0x8e44ad, 300); // After 3s, return to happy or end game if (angryTimeout) { LK.clearTimeout(angryTimeout); } angryTimeout = LK.setTimeout(function () { woman.stopTalking(); if (hearts <= 0) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } woman.setState('happy'); // Re-enable buttons for (var i = 0; i < 3; i++) { answerButtons[i].down = function (i) { return function (x, y, obj) { handleAnswer(i); }; }(i); } }, 3000); } } // Show surprised woman (win) function showSurprised() { if (surprisedShown) { return; } surprisedShown = true; gameEnded = true; // Stop timer when winning // Hide all quiz UI for (var i = 0; i < 3; i++) answerButtons[i].visible = false; for (var i = 0; i < heartIcons.length; i++) heartIcons[i].visible = false; questionText.setText(""); woman.visible = false; // Add puzzle mini-game screen var puzzleScreen = new Container(); game.addChild(puzzleScreen); // Add PuzzleWoman puzzle var puzzle = new PuzzleWoman(); puzzleScreen.addChild(puzzle); // Add skip button (shows solved image) var skipBtn = new Container(); var skipBg = skipBtn.attachAsset('box', { width: 320, height: 120, color: 0x333333, anchorX: 0.5, anchorY: 0.5 }); var skipTxt = new Text2('SKIP', { size: 70, fill: 0xffffff }); skipTxt.anchor.set(0.5, 0.5); skipTxt.x = 0; skipTxt.y = 0; skipBtn.addChild(skipTxt); skipBtn.x = 2048 / 2; skipBtn.y = 1800; puzzleScreen.addChild(skipBtn); skipBtn.down = function () { puzzle.showSolved(); }; // When puzzle is solved, continue to What and win screen puzzle.onSolved = function () { // Remove puzzle screen puzzleScreen.destroy(); // Show only surprisedWoman face woman.visible = true; woman.setState('surprised'); // Calculate final score var heartPoints = hearts * 100; var timePoints = gameTimer * 125; finalScore = heartPoints + timePoints; LK.setScore(finalScore); // Add 'What' asset under surprisedWoman var whatAsset = LK.getAsset('What', { anchorX: 0.5, anchorY: 0.5, x: womanCenterX, y: womanCenterY + 600 + 300 + 300 - 10 - 20 - 50 }); game.addChild(whatAsset); // Add score text under What asset scoreText = new Text2('YOUR SCORE: ' + finalScore, { size: 150, fill: 0xDAA520, font: "'GillSans-Bold','Arial Black Bold',Impact,'Arial Black',Tahoma" }); scoreText.anchor.set(0.5, 0); scoreText.x = womanCenterX; scoreText.y = womanCenterY + 600 + 300 + 300 + 247; game.addChild(scoreText); // Remove 'What' asset after 3s (when game finishes) LK.setTimeout(function () { if (whatAsset && typeof whatAsset.destroy === "function") { whatAsset.destroy(); } if (scoreText && typeof scoreText.destroy === "function") { scoreText.destroy(); } }, 3000); // After 3 seconds, show youwinWoman (no mouth) LK.setTimeout(function () { // Remove mouth if present (defensive) if (woman.mouth && typeof woman.mouth.parent !== "undefined" && woman.mouth.parent !== null) { if (typeof woman.mouth.parent.removeChild === "function") { woman.mouth.parent.removeChild(woman.mouth); } } // Show FinalScreenAsset under youwinWoman var finalScreenAsset = LK.getAsset('FinalScreenAsset', { anchorX: 0.5, anchorY: 0.5, x: womanCenterX, y: womanCenterY + 600 + 250 + 400 + 100 - 9 - 19 - 19 - 26 - 26 - 26 - 46 - 26 }); game.addChild(finalScreenAsset); // Add score text at bottom of screen var youWinScoreText = new Text2('YOUR SCORE: ' + LK.getScore(), { size: 150, fill: 0xDAA520, font: "'GillSans-Bold','Arial Black Bold',Impact,'Arial Black',Tahoma" }); youWinScoreText.anchor.set(0.5, 1); youWinScoreText.x = womanCenterX; youWinScoreText.y = 2732 - 100; game.addChild(youWinScoreText); // Swap to youwinWoman face (add asset if not present) if (woman.face) { woman.face.destroy(); } woman.face = woman.attachAsset('youwinWoman', { anchorX: 0.5, anchorY: 0.5, y: -100 }); }, 3000); // After 3 seconds, show youwinWoman (no mouth) LK.setTimeout(function () { // Remove mouth if present (defensive) if (woman.mouth && typeof woman.mouth.parent !== "undefined" && woman.mouth.parent !== null) { if (typeof woman.mouth.parent.removeChild === "function") { woman.mouth.parent.removeChild(woman.mouth); } } // Swap to youwinWoman face (add asset if not present) if (woman.face) { woman.face.destroy(); } woman.face = woman.attachAsset('youwinWoman', { anchorX: 0.5, anchorY: 0.5, y: -100 }); // After 5 more seconds, finish the game LK.setTimeout(function () { LK.showYouWin(); }, 5000); }, 3000); }; } // Timer countdown function function updateTimer() { if (gameEnded || showingStartScreen) { return; } gameTimer--; var minutes = Math.floor(gameTimer / 60); var seconds = gameTimer % 60; var timeString = minutes + ':' + (seconds < 10 ? '0' : '') + seconds; timerText.setText(timeString); if (gameTimer <= 0) { gameEnded = true; questionText.setText("Time is up!"); woman.setState('angry'); LK.effects.flashScreen(0xff0000, 1000); LK.setTimeout(function () { LK.showGameOver(); }, 1000); } } // Timer interval will be started after starting screen var timerInterval = null; var tapToStartAsset = null; var tapToStartText = null; // Show starting screen first function showStartingScreen() { // Create starting woman asset startingWomanAsset = LK.getAsset('startingWoman', { anchorX: 0.5, anchorY: 0.5, x: womanCenterX, y: womanCenterY, alpha: 0, scaleX: 0.5, scaleY: 0.5 }); game.addChild(startingWomanAsset); // Animate starting woman entrance tween(startingWomanAsset, { alpha: 1, scaleX: 1, scaleY: 1 }, { duration: 800, easing: tween.elasticOut }); // Create game name asset gameNameAsset = LK.getAsset('GameName', {}); game.addChild(gameNameAsset); // Animate game name entrance with delay LK.setTimeout(function () { tween(gameNameAsset, { alpha: 1, y: womanCenterY + 400 + 360 + 360 + 200 - 60 - 200 - 160 }, { duration: 600, easing: tween.easeOut }); }, 400); // Create tap to start asset tapToStartAsset = LK.getAsset('taptostart', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 + 400 + 80 + 89 - 50 - 50, y: womanCenterY + 400 + 360 + 360 + 200 + 200 - 60 - 80, alpha: 0, scaleX: 0.8, scaleY: 0.8 }); game.addChild(tapToStartAsset); // Animate tap to start entrance with delay and add pulsing effect LK.setTimeout(function () { if (tapToStartAsset) { tween(tapToStartAsset, { alpha: 1, scaleX: 1, scaleY: 1 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { // Start pulsing animation function pulse() { if (tapToStartAsset) { tween(tapToStartAsset, { scaleX: 1.1, scaleY: 1.1 }, { duration: 800, easing: tween.easeInOut, onFinish: function onFinish() { if (tapToStartAsset) { tween(tapToStartAsset, { scaleX: 1, scaleY: 1 }, { duration: 800, easing: tween.easeInOut, onFinish: pulse }); } } }); } } pulse(); } }); } }, 800); // Hide game elements during start screen woman.visible = false; questionText.visible = false; for (var i = 0; i < answerButtons.length; i++) { answerButtons[i].visible = false; } for (var i = 0; i < heartIcons.length; i++) { heartIcons[i].visible = false; } } // Function to start the game function startGame() { if (!showingStartScreen) { return; } // Remove starting screen assets if (startingWomanAsset) { startingWomanAsset.destroy(); startingWomanAsset = null; } if (gameNameAsset) { gameNameAsset.destroy(); gameNameAsset = null; } if (tapToStartAsset) { tapToStartAsset.destroy(); tapToStartAsset = null; } if (tapToStartText) { tapToStartText.destroy(); tapToStartText = null; } // Show game elements woman.visible = true; questionText.visible = true; timerText.visible = true; for (var i = 0; i < answerButtons.length; i++) { answerButtons[i].visible = true; } for (var i = 0; i < heartIcons.length; i++) { heartIcons[i].visible = true; } showingStartScreen = false; // Start the actual game updateHearts(); showQuestion(); // Start timer countdown timerInterval = LK.setInterval(updateTimer, 1000); // Play game music if (!isMuted) { LK.playMusic('Game'); } } // Add tap to start functionality game.down = function (x, y, obj) { if (showingStartScreen) { startGame(); } }; // Initial state - show starting screen showStartingScreen(); // Play game music at beginning screen if (!isMuted) { LK.playMusic('Game'); } // Make sure answer buttons are re-enabled after each question for (var i = 0; i < 3; i++) { answerButtons[i].down = function (i) { return function (x, y, obj) { handleAnswer(i); }; }(i); } // No dragging or move events needed for this game // No update loop needed
===================================================================
--- original.js
+++ change.js
@@ -5,112 +5,158 @@
/****
* Classes
****/
-// PuzzleWoman class for the mini puzzle game
+// PuzzleWoman class for 9-piece puzzle mini-game
var PuzzleWoman = Container.expand(function () {
var self = Container.call(this);
- // Attach the puzzle woman image
- self.face = self.attachAsset('puzzleWoman', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- // 3x3 puzzle pieces
+ // Puzzle config
+ var pieceCount = 3; // 3x3 grid
+ var pieceSize = 400; // Each piece is 400x400 px (puzzleWoman asset is 1200x1200)
+ var offsetX = 2048 / 2 - pieceCount * pieceSize / 2;
+ var offsetY = 600; // Centered vertically, adjust as needed
+ // Store pieces and their correct positions
self.pieces = [];
- var pieceSize = 320; // 1200/3 = 400, but use 320 for margin
- var offsetX = -pieceSize * 1.5;
- var offsetY = -pieceSize * 1.5;
- // Shuffle order
- var order = [];
- for (var i = 0; i < 9; i++) order.push(i);
- // Fisher-Yates shuffle
- for (var i = order.length - 1; i > 0; i--) {
- var j = Math.floor(Math.random() * (i + 1));
- var t = order[i];
- order[i] = order[j];
- order[j] = t;
- }
- // Create pieces
- for (var i = 0; i < 9; i++) {
- var row = Math.floor(i / 3);
- var col = i % 3;
- var piece = new Container();
- // Use the same asset, but mask to show only a part
- var img = piece.attachAsset('puzzleWoman', {
+ self.correctOrder = [];
+ self.emptyIndex = pieceCount * pieceCount - 1; // Last piece is empty (for sliding puzzle)
+ self.solved = false;
+ // Create puzzle pieces
+ for (var i = 0; i < pieceCount * pieceCount; i++) {
+ var row = Math.floor(i / pieceCount);
+ var col = i % pieceCount;
+ var piece = LK.getAsset('puzzleWoman', {
anchorX: 0,
anchorY: 0,
- x: 0,
- y: 0,
- width: pieceSize * 3,
- height: pieceSize * 3
+ width: pieceSize,
+ height: pieceSize,
+ x: offsetX + col * pieceSize,
+ y: offsetY + row * pieceSize,
+ cropX: col * pieceSize,
+ cropY: row * pieceSize,
+ cropWidth: pieceSize,
+ cropHeight: pieceSize,
+ visible: i !== self.emptyIndex // Hide the last piece (empty slot)
});
- // Masking by cropping via position
- img.x = -col * pieceSize;
- img.y = -row * pieceSize;
- piece.x = offsetX + order[i] % 3 * pieceSize;
- piece.y = offsetY + Math.floor(order[i] / 3) * pieceSize;
- piece.targetX = offsetX + col * pieceSize;
- piece.targetY = offsetY + row * pieceSize;
- piece.row = row;
- piece.col = col;
- piece.idx = i;
- piece.placed = false;
self.addChild(piece);
self.pieces.push(piece);
+ self.correctOrder.push(i);
+ piece._puzzleIndex = i;
+ piece._row = row;
+ piece._col = col;
+ // Add touch/click handler
+ (function (idx) {
+ piece.down = function (x, y, obj) {
+ if (self.solved) return;
+ self.tryMove(idx);
+ };
+ })(i);
}
- // Drag logic
- var dragging = null;
- var dragOffsetX = 0;
- var dragOffsetY = 0;
- self.down = function (x, y, obj) {
- for (var i = 0; i < self.pieces.length; i++) {
- var p = self.pieces[i];
- if (p.placed) continue;
- var local = p.toLocal(self.toGlobal({
- x: x,
- y: y
- }));
- if (local.x >= 0 && local.x <= pieceSize && local.y >= 0 && local.y <= pieceSize) {
- dragging = p;
- dragOffsetX = x - p.x;
- dragOffsetY = y - p.y;
- // Bring to top
- self.removeChild(p);
- self.addChild(p);
- break;
- }
+ // Shuffle puzzle (simple shuffle, but always solvable for 3x3)
+ self.shuffle = function () {
+ var moves = 100;
+ for (var m = 0; m < moves; m++) {
+ var neighbors = self.getMovableNeighbors(self.emptyIndex);
+ var moveIdx = neighbors[Math.floor(Math.random() * neighbors.length)];
+ self.swapPieces(self.emptyIndex, moveIdx);
+ self.emptyIndex = moveIdx;
}
+ self.updatePiecePositions();
};
- self.move = function (x, y, obj) {
- if (dragging) {
- dragging.x = x - dragOffsetX;
- dragging.y = y - dragOffsetY;
+ // Get indices of pieces that can move into the empty slot
+ self.getMovableNeighbors = function (emptyIdx) {
+ var neighbors = [];
+ var row = Math.floor(emptyIdx / pieceCount);
+ var col = emptyIdx % pieceCount;
+ var dirs = [{
+ dr: -1,
+ dc: 0
+ },
+ // up
+ {
+ dr: 1,
+ dc: 0
+ },
+ // down
+ {
+ dr: 0,
+ dc: -1
+ },
+ // left
+ {
+ dr: 0,
+ dc: 1
+ } // right
+ ];
+ for (var d = 0; d < dirs.length; d++) {
+ var nr = row + dirs[d].dr;
+ var nc = col + dirs[d].dc;
+ if (nr >= 0 && nr < pieceCount && nc >= 0 && nc < pieceCount) {
+ neighbors.push(nr * pieceCount + nc);
+ }
}
+ return neighbors;
};
- self.up = function (x, y, obj) {
- if (dragging) {
- // Snap to target if close
- var dx = dragging.x - dragging.targetX;
- var dy = dragging.y - dragging.targetY;
- if (Math.abs(dx) < 40 && Math.abs(dy) < 40) {
- dragging.x = dragging.targetX;
- dragging.y = dragging.targetY;
- dragging.placed = true;
- }
- dragging = null;
- // Check win
- var allPlaced = true;
- for (var i = 0; i < self.pieces.length; i++) {
- if (!self.pieces[i].placed) {
- allPlaced = false;
- break;
+ // Try to move a piece into the empty slot
+ self.tryMove = function (idx) {
+ if (self.isNeighbor(idx, self.emptyIndex)) {
+ self.swapPieces(idx, self.emptyIndex);
+ self.updatePiecePositions();
+ self.emptyIndex = idx;
+ if (self.checkSolved()) {
+ self.solved = true;
+ if (typeof self.onSolved === "function") {
+ self.onSolved();
}
}
- if (allPlaced && typeof self.onWin === "function") {
- self.onWin();
- }
}
};
+ // Check if two indices are neighbors (can swap)
+ self.isNeighbor = function (idx1, idx2) {
+ var r1 = Math.floor(idx1 / pieceCount),
+ c1 = idx1 % pieceCount;
+ var r2 = Math.floor(idx2 / pieceCount),
+ c2 = idx2 % pieceCount;
+ return Math.abs(r1 - r2) + Math.abs(c1 - c2) === 1;
+ };
+ // Swap two pieces in the array
+ self.swapPieces = function (idx1, idx2) {
+ var tmp = self.pieces[idx1];
+ self.pieces[idx1] = self.pieces[idx2];
+ self.pieces[idx2] = tmp;
+ };
+ // Update the visual positions of all pieces
+ self.updatePiecePositions = function () {
+ for (var i = 0; i < self.pieces.length; i++) {
+ var row = Math.floor(i / pieceCount);
+ var col = i % pieceCount;
+ var piece = self.pieces[i];
+ piece.x = offsetX + col * pieceSize;
+ piece.y = offsetY + row * pieceSize;
+ piece.visible = i !== self.emptyIndex;
+ }
+ };
+ // Check if puzzle is solved
+ self.checkSolved = function () {
+ for (var i = 0; i < self.pieces.length; i++) {
+ if (self.pieces[i]._puzzleIndex !== i) return false;
+ }
+ return true;
+ };
+ // Show the solved image (for skip)
+ self.showSolved = function () {
+ for (var i = 0; i < self.pieces.length; i++) {
+ self.pieces[i].x = offsetX + i % pieceCount * pieceSize;
+ self.pieces[i].y = offsetY + Math.floor(i / pieceCount) * pieceSize;
+ self.pieces[i].visible = true;
+ }
+ self.emptyIndex = -1;
+ self.solved = true;
+ if (typeof self.onSolved === "function") {
+ self.onSolved();
+ }
+ };
+ // Shuffle on creation
+ self.shuffle();
return self;
});
// Woman character class
var Woman = Container.expand(function () {
@@ -717,40 +763,54 @@
return;
}
surprisedShown = true;
gameEnded = true; // Stop timer when winning
- // Hide answer buttons
- for (var i = 0; i < 3; i++) {
- answerButtons[i].visible = false;
- }
- for (var i = 0; i < heartIcons.length; i++) {
- heartIcons[i].visible = false;
- }
- questionText.setText("Solve the puzzle!");
- // Remove mouth if present and parent is not undefined/null
- if (woman.mouth && typeof woman.mouth.parent !== "undefined" && woman.mouth.parent !== null) {
- if (typeof woman.mouth.parent.removeChild === "function") {
- woman.mouth.parent.removeChild(woman.mouth);
- }
- }
- // Show only surprisedWoman face
- woman.setState('surprised');
- // Calculate final score
- var heartPoints = hearts * 100;
- var timePoints = gameTimer * 125;
- finalScore = heartPoints + timePoints;
- LK.setScore(finalScore);
- // Show puzzle mini-game
- var puzzleWoman = new PuzzleWoman();
- game.addChild(puzzleWoman);
- puzzleWoman.x = womanCenterX;
- puzzleWoman.y = womanCenterY + 200;
- puzzleWoman.onWin = function () {
- // Remove puzzleWoman
- if (puzzleWoman && typeof puzzleWoman.destroy === "function") {
- puzzleWoman.destroy();
- }
- // Continue to What/win screen as before
+ // Hide all quiz UI
+ for (var i = 0; i < 3; i++) answerButtons[i].visible = false;
+ for (var i = 0; i < heartIcons.length; i++) heartIcons[i].visible = false;
+ questionText.setText("");
+ woman.visible = false;
+ // Add puzzle mini-game screen
+ var puzzleScreen = new Container();
+ game.addChild(puzzleScreen);
+ // Add PuzzleWoman puzzle
+ var puzzle = new PuzzleWoman();
+ puzzleScreen.addChild(puzzle);
+ // Add skip button (shows solved image)
+ var skipBtn = new Container();
+ var skipBg = skipBtn.attachAsset('box', {
+ width: 320,
+ height: 120,
+ color: 0x333333,
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ var skipTxt = new Text2('SKIP', {
+ size: 70,
+ fill: 0xffffff
+ });
+ skipTxt.anchor.set(0.5, 0.5);
+ skipTxt.x = 0;
+ skipTxt.y = 0;
+ skipBtn.addChild(skipTxt);
+ skipBtn.x = 2048 / 2;
+ skipBtn.y = 1800;
+ puzzleScreen.addChild(skipBtn);
+ skipBtn.down = function () {
+ puzzle.showSolved();
+ };
+ // When puzzle is solved, continue to What and win screen
+ puzzle.onSolved = function () {
+ // Remove puzzle screen
+ puzzleScreen.destroy();
+ // Show only surprisedWoman face
+ woman.visible = true;
+ woman.setState('surprised');
+ // Calculate final score
+ var heartPoints = hearts * 100;
+ var timePoints = gameTimer * 125;
+ finalScore = heartPoints + timePoints;
+ LK.setScore(finalScore);
// Add 'What' asset under surprisedWoman
var whatAsset = LK.getAsset('What', {
anchorX: 0.5,
anchorY: 0.5,
@@ -811,29 +871,32 @@
anchorX: 0.5,
anchorY: 0.5,
y: -100
});
+ }, 3000);
+ // After 3 seconds, show youwinWoman (no mouth)
+ LK.setTimeout(function () {
+ // Remove mouth if present (defensive)
+ if (woman.mouth && typeof woman.mouth.parent !== "undefined" && woman.mouth.parent !== null) {
+ if (typeof woman.mouth.parent.removeChild === "function") {
+ woman.mouth.parent.removeChild(woman.mouth);
+ }
+ }
+ // Swap to youwinWoman face (add asset if not present)
+ if (woman.face) {
+ woman.face.destroy();
+ }
+ woman.face = woman.attachAsset('youwinWoman', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ y: -100
+ });
// After 5 more seconds, finish the game
LK.setTimeout(function () {
LK.showYouWin();
}, 5000);
}, 3000);
};
- game.down = function (x, y, obj) {
- if (puzzleWoman && typeof puzzleWoman.down === "function") {
- puzzleWoman.down(x - puzzleWoman.x, y - puzzleWoman.y, obj);
- }
- };
- game.move = function (x, y, obj) {
- if (puzzleWoman && typeof puzzleWoman.move === "function") {
- puzzleWoman.move(x - puzzleWoman.x, y - puzzleWoman.y, obj);
- }
- };
- game.up = function (x, y, obj) {
- if (puzzleWoman && typeof puzzleWoman.up === "function") {
- puzzleWoman.up(x - puzzleWoman.x, y - puzzleWoman.y, obj);
- }
- };
}
// Timer countdown function
function updateTimer() {
if (gameEnded || showingStartScreen) {
Delete the mouth. Woman have no mouth. Just same skin color.
An anime womans mouth. Just mouth.. In-Game asset. 2d. High contrast. No shadows
Fill it red. Its a red rectangle. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Delete the mouth. Woman have no mouth. Just same skin color.
Make her shy and seksier
Show her from a little further away and make a victory sign with her hand and smiley face
same photo but make a victory sign with her hand and smile
Same style bu write: DON'T YOU KNOW WHO YOU ARE
Write "TAP TO START" with a comic font. In-Game asset. 2d. High contrast. No shadows
Write comics style What? in golden color. In-Game asset. 2d. High contrast. No shadows
make same heath like a woman
delete blacks