User prompt
Add a delete button when choosing your username that deletes the previous word
User prompt
Make it so if you press an alphabet wrong it makes the alphabet you typed red ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'undefined is not an object (evaluating 'bestTimeText.setText')' in or related to this line: 'bestTimeText.setText(currentBestTime ? 'Best: ' + currentBestTime.toFixed(2) + 's' : 'Best: --');' Line Number: 233
User prompt
Make sure best time for a-z and x-a is seperate ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Redo the system sure if a pressed it is highlighted if b is pressed it is higlifhted etc
User prompt
Make sure when a key is pressed it is shown
User prompt
Remove leaderboard but still save best time ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'undefined is not an object (evaluating 'qwertyRows.length')' in or related to this line: 'var modeButtonY = keyboardStartY + (qwertyRows.length + 1) * buttonSpacingY + 50;' Line Number: 178
User prompt
Out the buttons underneath the keyboard
User prompt
Make another feature where you type teh alphabet backwards
User prompt
Please fix the bug: 'Can't find variable: bestTime' in or related to this line: 'var bestTimeText = new Text2(bestTime ? 'Best: ' + bestTime.toFixed(2) + 's' : 'Best: --', {' Line Number: 188
User prompt
Remove leaderboard completely
User prompt
Make sure this doesn’t happen The storage plugin is imported fresh 2. The check `storage.leaderboard === undefined` evaluates to true (even if data exists in storage) 3. `storage.leaderboard` gets reset to an empty array `[]` 4. Any previously saved leaderboard data is lost ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Make the undefined check needs to be done differently to properly detect if stored data exists versus if the storage property just hasn't been accessed yet. ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
import java.util.*;
public class Leaderboard {
private List
User prompt
How to fix it ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Make it so that a time stays in the leaderboard forever including when someone else plays ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Make it so it only shows your usernames best time in the leaderbaord ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Make a refresh button that makes you Astro at a and only appears when you are attempting to type
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'storage.leaderboard = leaderboard;' Line Number: 479 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
How to fix it
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'leaderboard.push({' Line Number: 456
User prompt
Make sure the alphabet never darkens when typing
User prompt
Make the keyboard bigger
User prompt
Make it so when you click leaderboard it takes you to a separate screen which shows fastest times
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var LetterButton = Container.expand(function (letter, x, y) {
var self = Container.call(this);
self.letter = letter;
self.isPressed = false;
var buttonBg = self.attachAsset('letterButton', {
anchorX: 0.5,
anchorY: 0.5
});
var letterText = new Text2(letter, {
size: 80,
fill: 0xFFFFFF
});
letterText.anchor.set(0.5, 0.5);
self.addChild(letterText);
self.x = x;
self.y = y;
self.showPressed = function () {
buttonBg.tint = 0x2e7d32; // Dark green to show pressed state
LK.setTimeout(function () {
buttonBg.tint = 0xFFFFFF; // Reset to original color
}, 150);
};
self.showCorrect = function () {
self.isPressed = true;
tween(self, {
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 100,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self, {
scaleX: 1,
scaleY: 1
}, {
duration: 200,
easing: tween.easeIn
});
}
});
};
self.showWrong = function () {
tween(self, {
rotation: 0.2
}, {
duration: 50,
easing: tween.linear,
onFinish: function onFinish() {
tween(self, {
rotation: -0.2
}, {
duration: 50,
easing: tween.linear,
onFinish: function onFinish() {
tween(self, {
rotation: 0
}, {
duration: 50,
easing: tween.linear
});
}
});
}
});
};
self.down = function (x, y, obj) {
// Show visual feedback for any button press
self.showPressed();
if (!usernameEntered) {
// Handle username input
if (self.letter === 'ENTER') {
if (username.length > 0) {
usernameEntered = true;
storage.username = username; // Store username persistently
instructionText.setText('Choose mode then tap letters in order or type on keyboard');
usernameText.setText('Player: ' + username);
refreshButton.visible = true;
refreshButtonText.visible = true;
// Hide keyboard when username is entered
for (var i = 0; i < letterButtons.length; i++) {
letterButtons[i].visible = false;
}
// Show only A-Z letters for the game
for (var i = 0; i < letterButtons.length; i++) {
var button = letterButtons[i];
if (button.letter.length === 1 && button.letter >= 'A' && button.letter <= 'Z') {
button.visible = true;
}
}
}
} else if (username.length < 15) {
username += self.letter;
usernameText.setText('Username: ' + username);
}
} else {
game.handleLetterPress(self.letter);
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x1a1a1a
});
/****
* Game Code
****/
// Game state variables
var alphabet = 'ABCDEFGHIJKLMNOPQRSTUVWXYZ';
var reverseAlphabet = 'ZYXWVUTSRQPONMLKJIHGFEDCBA';
var gameMode = 'forward'; // 'forward' or 'backward'
var currentLetterIndex = 0;
var gameStarted = false;
var gameCompleted = false;
var startTime = 0;
var elapsedTime = 0;
var letterButtons = [];
// Initialize storage variables using proper storage plugin pattern with defaults
var username = storage.username || '';
var bestTime = storage.bestTime || null;
var usernameEntered = username && username.length > 0;
// UI elements
var titleText = new Text2('Alphabet Speed Challenge', {
size: 80,
fill: 0xFFFFFF
});
titleText.anchor.set(0.5, 0);
titleText.x = 1024;
titleText.y = 100;
game.addChild(titleText);
var instructionText = new Text2(usernameEntered ? 'Choose mode then tap letters in order or type on keyboard' : 'Enter your username and press Enter to start', {
size: 45,
fill: 0xCCCCCC
});
instructionText.anchor.set(0.5, 0);
instructionText.x = 1024;
instructionText.y = 200;
game.addChild(instructionText);
var usernameText = new Text2(usernameEntered ? 'Player: ' + username : 'Username: ', {
size: 50,
fill: 0xFFFFFF
});
usernameText.anchor.set(0.5, 0);
usernameText.x = 1024;
usernameText.y = 250;
game.addChild(usernameText);
var currentLetterText = new Text2('Current: A', {
size: 60,
fill: 0x4CAF50
});
currentLetterText.anchor.set(0.5, 0);
currentLetterText.x = 1024;
currentLetterText.y = 300;
game.addChild(currentLetterText);
// Create letter buttons in QWERTY keyboard layout with numbers and symbols
var qwertyRows = ['1234567890', 'QWERTYUIOP', 'ASDFGHJKL', 'ZXCVBNM', '!@#$%^&*()'];
var buttonWidth = 200;
var buttonHeight = 200;
var buttonSpacingX = 210;
var buttonSpacingY = 220;
var keyboardStartY = 650;
// Mode selection buttons (positioned below keyboard)
var modeButtonY = keyboardStartY + (qwertyRows.length + 1) * buttonSpacingY + 50;
var forwardModeButton = game.attachAsset('letterButton', {
anchorX: 0.5,
anchorY: 0.5,
x: 800,
y: modeButtonY,
scaleX: 1.2,
scaleY: 0.8
});
var forwardModeText = new Text2('A→Z', {
size: 40,
fill: 0xFFFFFF
});
forwardModeText.anchor.set(0.5, 0.5);
forwardModeText.x = 800;
forwardModeText.y = modeButtonY;
game.addChild(forwardModeText);
var backwardModeButton = game.attachAsset('letterButton', {
anchorX: 0.5,
anchorY: 0.5,
x: 1248,
y: modeButtonY,
scaleX: 1.2,
scaleY: 0.8
});
var backwardModeText = new Text2('Z→A', {
size: 40,
fill: 0xFFFFFF
});
backwardModeText.anchor.set(0.5, 0.5);
backwardModeText.x = 1248;
backwardModeText.y = modeButtonY;
game.addChild(backwardModeText);
// Update mode button colors based on selection
function updateModeButtons() {
if (gameMode === 'forward') {
forwardModeButton.tint = 0x4CAF50;
backwardModeButton.tint = 0xFFFFFF;
} else {
forwardModeButton.tint = 0xFFFFFF;
backwardModeButton.tint = 0x4CAF50;
}
}
updateModeButtons();
var timerText = new Text2('Time: 0.00s', {
size: 50,
fill: 0xFFFFFF
});
timerText.anchor.set(0.5, 0);
timerText.x = 1024;
timerText.y = 380;
game.addChild(timerText);
var progressBarBg = game.attachAsset('progressBarBg', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 460
});
var progressBar = game.attachAsset('progressBar', {
anchorX: 0,
anchorY: 0.5,
x: 124,
y: 460
});
progressBar.scaleX = 0;
var bestTimeText = new Text2(bestTime ? 'Best: ' + bestTime.toFixed(2) + 's' : 'Best: --', {
size: 40,
fill: 0xFFD700
});
bestTimeText.anchor.set(0.5, 0);
bestTimeText.x = 1024;
bestTimeText.y = 500;
game.addChild(bestTimeText);
// Create refresh button
var refreshButton = game.attachAsset('letterButton', {
anchorX: 0.5,
anchorY: 0.5,
x: 1600,
y: 100,
scaleX: 0.8,
scaleY: 0.8
});
refreshButton.visible = false; // Initially hidden
var refreshButtonText = new Text2('↻', {
size: 60,
fill: 0xFFFFFF
});
refreshButtonText.anchor.set(0.5, 0.5);
refreshButtonText.x = 1600;
refreshButtonText.y = 100;
refreshButtonText.visible = false; // Initially hidden
game.addChild(refreshButtonText);
// Create a mapping from letter to button for easy access
var letterToButton = {};
for (var rowIndex = 0; rowIndex < qwertyRows.length; rowIndex++) {
var row = qwertyRows[rowIndex];
var rowWidth = row.length * buttonSpacingX;
var startX = 1024 - rowWidth / 2 + buttonSpacingX / 2;
for (var colIndex = 0; colIndex < row.length; colIndex++) {
var letter = row[colIndex];
var x = startX + colIndex * buttonSpacingX;
var y = keyboardStartY + rowIndex * buttonSpacingY;
var button = new LetterButton(letter, x, y);
letterButtons.push(button);
letterToButton[letter] = button;
game.addChild(button);
}
}
// Create Enter button below the keyboard
var enterButton = new LetterButton('ENTER', 1024, keyboardStartY + qwertyRows.length * buttonSpacingY);
enterButton.scaleX = 2; // Make it wider
letterButtons.push(enterButton);
game.addChild(enterButton);
// Set initial keyboard visibility based on stored username
if (usernameEntered) {
// Hide all keyboard buttons except A-Z letters
for (var i = 0; i < letterButtons.length; i++) {
var button = letterButtons[i];
if (button.letter.length === 1 && button.letter >= 'A' && button.letter <= 'Z') {
button.visible = true;
} else {
button.visible = false;
}
}
}
// Game functions
game.handleLetterPress = function (letter) {
if (!usernameEntered) {
return; // Don't allow game to start without username
}
var currentAlphabet = gameMode === 'forward' ? alphabet : reverseAlphabet;
var expectedLetter = currentAlphabet[currentLetterIndex];
if (letter === expectedLetter) {
// Correct letter
if (!gameStarted) {
gameStarted = true;
startTime = Date.now();
}
LK.getSound('correct').play();
letterButtons[currentLetterIndex].showCorrect();
currentLetterIndex++;
// Update progress
var progress = currentLetterIndex / 26;
progressBar.scaleX = progress;
if (currentLetterIndex < 26) {
var currentAlphabet = gameMode === 'forward' ? alphabet : reverseAlphabet;
currentLetterText.setText('Current: ' + currentAlphabet[currentLetterIndex]);
} else {
// Game completed
gameCompleted = true;
var finalTime = (Date.now() - startTime) / 1000;
elapsedTime = finalTime;
LK.getSound('complete').play();
currentLetterText.setText('COMPLETED!');
currentLetterText.fill = "#FFD700";
refreshButton.visible = false;
refreshButtonText.visible = false;
// Check for new best time
if (!bestTime || finalTime < bestTime) {
bestTime = finalTime;
storage.bestTime = bestTime;
bestTimeText.setText('NEW BEST: ' + bestTime.toFixed(2) + 's');
bestTimeText.fill = "#FF4444";
// Celebrate new best time
tween(bestTimeText, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(bestTimeText, {
scaleX: 1,
scaleY: 1
}, {
duration: 300,
easing: tween.easeIn
});
}
});
} else {
bestTimeText.setText('Best: ' + bestTime.toFixed(2) + 's');
}
LK.setScore(Math.round(1 / finalTime * 1000)); // Score based on speed
// Show restart instruction
LK.setTimeout(function () {
instructionText.setText('Tap anywhere or press any key to restart');
}, 1000);
}
} else {
// Wrong letter
LK.getSound('wrong').play();
if (letterToButton[letter]) {
letterToButton[letter].showWrong();
}
}
};
game.resetGame = function () {
currentLetterIndex = 0;
gameStarted = false;
gameCompleted = false;
startTime = 0;
elapsedTime = 0;
// Don't reset username and usernameEntered - keep them persistent
var startingLetter = gameMode === 'forward' ? 'A' : 'Z';
currentLetterText.setText('Current: ' + startingLetter);
currentLetterText.fill = "#4CAF50";
timerText.setText('Time: 0.00s');
// Only show username entry if no username is stored
if (!usernameEntered) {
instructionText.setText('Enter your username and press Enter to start');
usernameText.setText('Username: ');
refreshButton.visible = false;
refreshButtonText.visible = false;
} else {
instructionText.setText('Choose mode then tap letters in order or type on keyboard');
usernameText.setText('Player: ' + username);
refreshButton.visible = true;
refreshButtonText.visible = true;
}
progressBar.scaleX = 0;
// Reset all letter buttons
for (var i = 0; i < letterButtons.length; i++) {
var button = letterButtons[i];
button.isPressed = false;
button.scaleX = 1;
button.scaleY = 1;
// Show appropriate keyboard based on username state
if (usernameEntered) {
// Show only A-Z letters for the game
if (button.letter.length === 1 && button.letter >= 'A' && button.letter <= 'Z') {
button.visible = true;
} else {
button.visible = false;
}
} else {
button.visible = true; // Show full keyboard for username entry
}
}
};
// Keyboard event handling
game.keyPressed = function (key) {
if (gameCompleted) {
game.resetGame();
return;
}
// Handle username entry
if (!usernameEntered) {
if (key === 'Enter' || key === 'Return') {
if (username.length > 0) {
usernameEntered = true;
storage.username = username; // Store username persistently
instructionText.setText('Choose mode then tap letters in order or type on keyboard');
usernameText.setText('Player: ' + username);
refreshButton.visible = true;
refreshButtonText.visible = true;
// Hide keyboard when username is entered
for (var i = 0; i < letterButtons.length; i++) {
letterButtons[i].visible = false;
}
// Show only A-Z letters for the game
for (var i = 0; i < letterButtons.length; i++) {
var button = letterButtons[i];
if (button.letter.length === 1 && button.letter >= 'A' && button.letter <= 'Z') {
button.visible = true;
}
}
}
return;
} else if (key === 'Backspace') {
username = username.slice(0, -1);
usernameText.setText('Username: ' + username);
return;
} else if (key.length === 1 && username.length < 15) {
// Allow letters, numbers, and common symbols
var allowedChars = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789!@#$%^&*()';
if (allowedChars.indexOf(key) !== -1) {
username += key;
usernameText.setText('Username: ' + username);
}
return;
}
}
// Convert key to uppercase for consistency
var upperKey = key.toUpperCase();
// Check if it's a valid letter A-Z
if (upperKey >= 'A' && upperKey <= 'Z') {
// Show visual feedback for the pressed key
if (letterToButton[upperKey]) {
letterToButton[upperKey].showPressed();
}
game.handleLetterPress(upperKey);
}
};
// Add keyboard event listener
LK.on('keydown', function (event) {
if (event.key) {
game.keyPressed(event.key);
}
});
game.down = function (x, y, obj) {
// Check if refresh button was clicked
var refreshButtonX = 1600;
var refreshButtonY = 100;
var refreshButtonSize = 160; // 200 * 0.8 scale
var refreshHalfSize = refreshButtonSize / 2;
if (x >= refreshButtonX - refreshHalfSize && x <= refreshButtonX + refreshHalfSize && y >= refreshButtonY - refreshHalfSize && y <= refreshButtonY + refreshHalfSize) {
if (usernameEntered && !gameCompleted) {
game.resetGame();
}
return;
}
// Check if forward mode button was clicked
var forwardButtonX = 800;
var forwardButtonY = modeButtonY;
var forwardButtonWidth = 240; // 200 * 1.2 scale
var forwardButtonHeight = 160; // 200 * 0.8 scale
var forwardHalfWidth = forwardButtonWidth / 2;
var forwardHalfHeight = forwardButtonHeight / 2;
if (x >= forwardButtonX - forwardHalfWidth && x <= forwardButtonX + forwardHalfWidth && y >= forwardButtonY - forwardHalfHeight && y <= forwardButtonY + forwardHalfHeight) {
if (!gameStarted) {
gameMode = 'forward';
updateModeButtons();
game.resetGame();
}
return;
}
// Check if backward mode button was clicked
var backwardButtonX = 1248;
var backwardButtonY = modeButtonY;
var backwardButtonWidth = 240; // 200 * 1.2 scale
var backwardButtonHeight = 160; // 200 * 0.8 scale
var backwardHalfWidth = backwardButtonWidth / 2;
var backwardHalfHeight = backwardButtonHeight / 2;
if (x >= backwardButtonX - backwardHalfWidth && x <= backwardButtonX + backwardHalfWidth && y >= backwardButtonY - backwardHalfHeight && y <= backwardButtonY + backwardHalfHeight) {
if (!gameStarted) {
gameMode = 'backward';
updateModeButtons();
game.resetGame();
}
return;
}
if (gameCompleted) {
game.resetGame();
}
};
game.update = function () {
if (gameStarted && !gameCompleted) {
elapsedTime = (Date.now() - startTime) / 1000;
timerText.setText('Time: ' + elapsedTime.toFixed(2) + 's');
}
}; ===================================================================
--- original.js
+++ change.js
@@ -22,8 +22,14 @@
letterText.anchor.set(0.5, 0.5);
self.addChild(letterText);
self.x = x;
self.y = y;
+ self.showPressed = function () {
+ buttonBg.tint = 0x2e7d32; // Dark green to show pressed state
+ LK.setTimeout(function () {
+ buttonBg.tint = 0xFFFFFF; // Reset to original color
+ }, 150);
+ };
self.showCorrect = function () {
self.isPressed = true;
tween(self, {
scaleX: 1.1,
@@ -66,8 +72,10 @@
}
});
};
self.down = function (x, y, obj) {
+ // Show visual feedback for any button press
+ self.showPressed();
if (!usernameEntered) {
// Handle username input
if (self.letter === 'ENTER') {
if (username.length > 0) {
@@ -453,26 +461,9 @@
// Check if it's a valid letter A-Z
if (upperKey >= 'A' && upperKey <= 'Z') {
// Show visual feedback for the pressed key
if (letterToButton[upperKey]) {
- var button = letterToButton[upperKey];
- // Create a brief press animation to show the key was pressed
- tween(button, {
- scaleX: 0.9,
- scaleY: 0.9
- }, {
- duration: 100,
- easing: tween.easeOut,
- onFinish: function onFinish() {
- tween(button, {
- scaleX: 1,
- scaleY: 1
- }, {
- duration: 100,
- easing: tween.easeIn
- });
- }
- });
+ letterToButton[upperKey].showPressed();
}
game.handleLetterPress(upperKey);
}
};