User prompt
Add more cards in the asstes, so only one of each card pairs show up in kne level
User prompt
Add more cards, so as the levels go up, more cards begin to show up
User prompt
Now make it so, when you press start the game, two buttons show up before the game starts, these two buttons are single player, and two player. If you click single player, it is the regular game, if you click the two player, then it makes it so you are going against your friend and you both each take turns playing the game
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User prompt
Memory Match Challenge
Initial prompt
We will make a game based off of the board game called memory
/**** * 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 }); 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 }); }; // 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: 0x34495e }); /**** * Game Code ****/ // New pair // New pair // New pair // New pair // New pair // New pair // New pair // New pair // Game state variables var cards = []; var gridWidth = 4; var gridHeight = 3; var cardWidth = 180; var cardHeight = 250; var cardSpacing = 20; var flippedCards = []; var gameActive = false; var processingMatch = false; var moves = 0; var pairsFound = 0; var level = storage.level || 1; var totalPairs = gridWidth * gridHeight / 2; var gameStartTime; // UI Elements var titleText = new Text2('Memory Match Challenge', { size: 80, fill: 0xFFFFFF }); 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('cardBack', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 1.2 }); 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) { gridWidth = 5; gridHeight = 4; } else if (level === 4) { gridWidth = 6; gridHeight = 4; } else if (level >= 5) { gridWidth = 6; 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 % 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; // 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; 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(); }, 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 };
/****
* 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
});
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
});
};
// 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: 0x34495e
});
/****
* Game Code
****/
// New pair
// New pair
// New pair
// New pair
// New pair
// New pair
// New pair
// New pair
// Game state variables
var cards = [];
var gridWidth = 4;
var gridHeight = 3;
var cardWidth = 180;
var cardHeight = 250;
var cardSpacing = 20;
var flippedCards = [];
var gameActive = false;
var processingMatch = false;
var moves = 0;
var pairsFound = 0;
var level = storage.level || 1;
var totalPairs = gridWidth * gridHeight / 2;
var gameStartTime;
// UI Elements
var titleText = new Text2('Memory Match Challenge', {
size: 80,
fill: 0xFFFFFF
});
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('cardBack', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 1.2
});
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) {
gridWidth = 5;
gridHeight = 4;
} else if (level === 4) {
gridWidth = 6;
gridHeight = 4;
} else if (level >= 5) {
gridWidth = 6;
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 % 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;
// 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;
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();
}, 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
};