User prompt
Add a mute botton for shut all music and sounds
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Please fix the bug: 'LK.setMusicVolume is not a function' in or related to this line: 'LK.setMusicVolume(1);' Line Number: 937
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Please fix the bug: 'LK.setSoundVolume is not a function' in or related to this line: 'LK.setSoundVolume(1);' Line Number: 924
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add a mute button to bottom left corner for mute all music and sounds
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Move mouth 40px up when angryWoman state is active
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Move mouth 10px left when angryWoman state is active
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Move mouth 30px up when angryWoman state is active
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while angryWoman screen move mouth 60px up
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while angryWoman screen move mouth 30px up
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while angryWoman screen move mouth 30px up
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while angryWoman screen move mouth 20px up
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while angryWoman screen move mouth 10px up
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While click wrong answers play "Nein" sound
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While click true answers play "Correct" sound
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Make both Your Score: lines color more golden ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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move What asset to 50px up
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move What asset to 20px up
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move What asset to 10px up
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Still womantalk sounds plays at same time. While one womantalk play dont start to play another
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When womantalk sound play, dont repeat again at sametime
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When woman mouth asset move, play WomanTalk sound
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When mouth talking use WomanTalk sound ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
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Music starts at begining screen
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Use music game for all game music
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Move taptostart animation 50px left ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // 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 && !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 ****/ // Questions and answers // Happy Woman (Red Square) // Angry Woman (Purple Square) // Surprised Woman (Yellow Square) // Mouth (Ellipse for talking) // Heart (for lives) // New asset: 'What' (placeholder, 400x400, editable later) // New asset: 'background' (light gray, editable later) 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 }] }]; // 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 muteIcon = muteBtn.attachAsset('box', { width: 120, height: 120, color: 0x222222, anchorX: 0.5, anchorY: 0.5, x: 0, y: 0 }); var muteTxt = new Text2('🔊', { size: 80, fill: 0xffffff }); muteTxt.anchor.set(0.5, 0.5); muteTxt.x = 0; muteTxt.y = 0; muteBtn.addChild(muteTxt); // Position mute button in top GUI, but not in top left (avoid 100x100 area) muteBtn.x = 150; // 150px from left (safe from menu) muteBtn.y = 80; // 80px from top LK.gui.top.addChild(muteBtn); // Mute/unmute handler muteBtn.down = function (x, y, obj) { isMuted = !isMuted; if (isMuted) { LK.muteAll(); muteTxt.setText('🔇'); } else { LK.unmuteAll(); muteTxt.setText('🔊'); } }; // 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 // 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; // Set the score in LK system for proper tracking 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 // move 6cm (300px) + 6cm (300px) further down to be under surprisedWoman asset, then 10px up, then 20px up, then 50px up }); 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 + 200; // 200px below What asset 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 // move 5cm (250px) + 8cm (400px) + 2cm (100px) further down under youwinWoman asset, then 9px up, then 19px up, then 19px up again, then 26px up, then 26px up again, then 26px up again, then 46px up, then 26px up }); 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); // Bottom-center anchor youWinScoreText.x = womanCenterX; youWinScoreText.y = 2732 - 100; // 100px from bottom of screen 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); // Hide answer buttons for (var i = 0; i < 3; i++) { answerButtons[i].visible = false; } // Hide hearts for (var i = 0; i < heartIcons.length; i++) { heartIcons[i].visible = false; } // Show message (optional, can be blank) questionText.setText(""); // 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
@@ -83,9 +83,9 @@
if (!self.mouthTalking) {
return;
}
// Play WomanTalk sound when mouth starts moving (only if not already playing)
- if (!womanTalkPlaying) {
+ if (!womanTalkPlaying && !isMuted) {
womanTalkPlaying = true;
var soundInstance = LK.getSound('WomanTalk');
soundInstance.play();
// Use sound's actual duration or a longer timeout to ensure sound finishes
@@ -126,16 +126,16 @@
/****
* 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
+// Happy Woman (Red Square)
+// Angry Woman (Purple Square)
+// Surprised Woman (Yellow Square)
+// Mouth (Ellipse for talking)
+// Heart (for lives)
+// New asset: 'What' (placeholder, 400x400, editable later)
+// New asset: 'background' (light gray, editable later)
function _typeof(o) {
"@babel/helpers - typeof";
return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) {
return typeof o;
@@ -409,8 +409,43 @@
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 muteIcon = muteBtn.attachAsset('box', {
+ width: 120,
+ height: 120,
+ color: 0x222222,
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 0,
+ y: 0
+});
+var muteTxt = new Text2('🔊', {
+ size: 80,
+ fill: 0xffffff
+});
+muteTxt.anchor.set(0.5, 0.5);
+muteTxt.x = 0;
+muteTxt.y = 0;
+muteBtn.addChild(muteTxt);
+// Position mute button in top GUI, but not in top left (avoid 100x100 area)
+muteBtn.x = 150; // 150px from left (safe from menu)
+muteBtn.y = 80; // 80px from top
+LK.gui.top.addChild(muteBtn);
+// Mute/unmute handler
+muteBtn.down = function (x, y, obj) {
+ isMuted = !isMuted;
+ if (isMuted) {
+ LK.muteAll();
+ muteTxt.setText('🔇');
+ } else {
+ LK.unmuteAll();
+ muteTxt.setText('🔊');
+ }
+};
// Answer button class
function createAnswerButton(idx) {
var btn = new Container();
// Button background
@@ -496,9 +531,11 @@
if (ans.correct) {
// Correct: progress
answerButtons[idx].bg.color = 0x83de44; // green
// Play correct answer sound
- LK.getSound('Correct').play();
+ if (!isMuted) {
+ LK.getSound('Correct').play();
+ }
woman.setState('happy');
woman.startTalking();
LK.setTimeout(function () {
woman.stopTalking();
@@ -516,9 +553,11 @@
} else {
// Wrong: lose heart, angry woman, flash
answerButtons[idx].bg.color = 0xff3b3b; // red
// Play wrong answer sound
- LK.getSound('Nein').play();
+ if (!isMuted) {
+ LK.getSound('Nein').play();
+ }
hearts--;
updateHearts();
woman.setState('angry');
woman.startTalking();
@@ -821,9 +860,11 @@
showQuestion();
// Start timer countdown
timerInterval = LK.setInterval(updateTimer, 1000);
// Play game music
- LK.playMusic('Game');
+ if (!isMuted) {
+ LK.playMusic('Game');
+ }
}
// Add tap to start functionality
game.down = function (x, y, obj) {
if (showingStartScreen) {
@@ -832,9 +873,11 @@
};
// Initial state - show starting screen
showStartingScreen();
// Play game music at beginning screen
-LK.playMusic('Game');
+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) {
@@ -842,81 +885,5 @@
};
}(i);
}
// No dragging or move events needed for this game
-// No update loop needed;
-// --- Mute Button Implementation ---
-// State for mute
-var isMuted = false;
-// Create mute button asset (use heart as placeholder, could be replaced with a dedicated mute icon asset)
-var muteBtn = LK.getAsset('heart', {
- anchorX: 0.5,
- anchorY: 0.5,
- x: 120,
- // 120px from left (avoid top left menu), visually bottom left
- y: 2732 - 120,
- // 120px from bottom
- scaleX: 1,
- scaleY: 1,
- alpha: 0.8
-});
-muteBtn.width = 120;
-muteBtn.height = 120;
-// Add to GUI so it stays on top and in the correct position
-LK.gui.bottomLeft.addChild(muteBtn);
-// Add a text overlay for mute/unmute state
-var muteTxt = new Text2('🔊', {
- size: 80,
- fill: 0xffffff,
- font: "Impact,'Comic Sans MS','Marker Felt','Chalkboard SE',fantasy"
-});
-muteTxt.anchor.set(0.5, 0.5);
-muteTxt.x = muteBtn.width / 2;
-muteTxt.y = muteBtn.height / 2;
-muteBtn.addChild(muteTxt);
-// Mute/unmute handler
-muteBtn.down = function (x, y, obj) {
- isMuted = !isMuted;
- if (isMuted) {
- // Set all sound volumes to 0 (muted)
- LK.getSound('Correct').volume = 0;
- LK.getSound('Nein').volume = 0;
- LK.getSound('WomanTalk').volume = 0;
- if (LK.getMusic && LK.getMusic('Game')) {
- LK.getMusic('Game').volume = 0;
- }
- muteTxt.setText('🔇');
- muteBtn.alpha = 0.5;
- } else {
- // Set all sound volumes to 1 (unmuted)
- LK.getSound('Correct').volume = 1;
- LK.getSound('Nein').volume = 1;
- LK.getSound('WomanTalk').volume = 1;
- if (LK.getMusic && LK.getMusic('Game')) {
- LK.getMusic('Game').volume = 1;
- }
- muteTxt.setText('🔊');
- muteBtn.alpha = 0.8;
- }
-};
-// Defensive: If game resets, make sure mute state is restored
-if (isMuted) {
- // Set all sound volumes to 0 (muted)
- LK.getSound('Correct').volume = 0;
- LK.getSound('Nein').volume = 0;
- LK.getSound('WomanTalk').volume = 0;
- if (LK.getMusic && LK.getMusic('Game')) {
- LK.getMusic('Game').volume = 0;
- }
- muteTxt.setText('🔇');
- muteBtn.alpha = 0.5;
-} else {
- // Set all sound volumes to 1 (unmuted)
- LK.getSound('Correct').volume = 1;
- LK.getSound('Nein').volume = 1;
- LK.getSound('WomanTalk').volume = 1;
- if (LK.getMusic && LK.getMusic('Game')) {
- LK.getMusic('Game').volume = 1;
- }
- muteTxt.setText('🔊');
- muteBtn.alpha = 0.8;
-}
\ No newline at end of file
+// No update loop needed
\ No newline at end of file
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