User prompt
If the player touches the Turkish boxes and then releases them, the Turkish boxes cannot be nested (if they are nested, the nested box is positioned somewhere else)
User prompt
Please fix the bug: 'undefined is not an object (evaluating 'turkishBoxes.length')' in or related to this line: 'for (var i = 0; i < turkishBoxes.length; i++) {' Line Number: 95
User prompt
When the player does not touch the Turkish boxes, the Turkish boxes cannot remain in the same position inside each other.
User prompt
Turkish box should not be nested with another Turkish box
User prompt
2 Turkish boxes should not be placed in the same place.
User prompt
Turkish box assets should move where player touch
Code edit (1 edits merged)
Please save this source code
User prompt
Merhaba: Word Match
Initial prompt
Merhaba
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// EnglishWordBox: static target
var EnglishWordBox = Container.expand(function () {
var self = Container.call(this);
// Attach box
var box = self.attachAsset('englishBox', {
anchorX: 0.5,
anchorY: 0.5
});
// Attach text
self.textObj = new Text2('', {
size: 80,
fill: 0xFFFFFF
});
self.textObj.anchor.set(0.5, 0.5);
self.addChild(self.textObj);
// Store word
self.word = '';
self.matchId = '';
// Set word and match id
self.setWord = function (word, matchId) {
self.word = word;
self.matchId = matchId;
self.textObj.setText(word);
};
return self;
});
// TurkishWordBox: draggable Turkish word
var TurkishWordBox = Container.expand(function () {
var self = Container.call(this);
// Attach box
var box = self.attachAsset('turkishBox', {
anchorX: 0.5,
anchorY: 0.5
});
// Attach text
self.textObj = new Text2('', {
size: 80,
fill: 0xFFFFFF
});
self.textObj.anchor.set(0.5, 0.5);
self.addChild(self.textObj);
// Store word
self.word = '';
self.matchId = '';
// Drag state
self.isDragging = false;
// Set word and match id
self.setWord = function (word, matchId) {
self.word = word;
self.matchId = matchId;
self.textObj.setText(word);
};
// For drag offset
self.dragOffsetX = 0;
self.dragOffsetY = 0;
// Down event: start drag
self.down = function (x, y, obj) {
self.isDragging = true;
// Offset from center
self.dragOffsetX = self.x - x;
self.dragOffsetY = self.y - y;
dragNode = self;
};
// Up event: handled in game.up
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0xf7f7f7
});
/****
* Game Code
****/
// --- Word Data ---
// Turkish word box
// English word box
// Correct match flash
// Wrong match flash
var wordPairs = [{
tr: "Merhaba",
en: "Hello"
}, {
tr: "Günaydın",
en: "Good morning"
}, {
tr: "Teşekkürler",
en: "Thank you"
}, {
tr: "Evet",
en: "Yes"
}, {
tr: "Hayır",
en: "No"
}, {
tr: "Lütfen",
en: "Please"
}, {
tr: "Güle güle",
en: "Goodbye"
}, {
tr: "Nasılsın?",
en: "How are you?"
}, {
tr: "İyi",
en: "Good"
}, {
tr: "Kötü",
en: "Bad"
}, {
tr: "Tamam",
en: "Okay"
}, {
tr: "Affedersiniz",
en: "Excuse me"
}, {
tr: "Hoş geldiniz",
en: "Welcome"
}, {
tr: "Hoşça kal",
en: "Bye"
}, {
tr: "Benim adım...",
en: "My name is..."
}, {
tr: "Ne?",
en: "What?"
}, {
tr: "Kim?",
en: "Who?"
}, {
tr: "Nerede?",
en: "Where?"
}, {
tr: "Ne zaman?",
en: "When?"
}, {
tr: "Neden?",
en: "Why?"
}];
// --- Game State ---
var currentRound = 0;
var score = 0;
var timeLeft = 15; // seconds per round, will decrease
var roundTimer = null;
var timerText = null;
var scoreText = null;
var dragNode = null;
var turkishBoxes = [];
var englishBoxes = [];
var matchCount = 0;
var roundActive = false;
var lastFlash = null;
// --- UI Setup ---
// Score display
scoreText = new Text2('Score: 0', {
size: 90,
fill: 0x222222
});
scoreText.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreText);
// Timer display
timerText = new Text2('15', {
size: 90,
fill: 0xD83318
});
timerText.anchor.set(0.5, 0);
LK.gui.topRight.addChild(timerText);
// --- Game Functions ---
function shuffleArray(arr) {
// Fisher-Yates shuffle
for (var i = arr.length - 1; i > 0; i--) {
var j = Math.floor(Math.random() * (i + 1));
var temp = arr[i];
arr[i] = arr[j];
arr[j] = temp;
}
return arr;
}
function startRound() {
// Clean up previous round
for (var i = 0; i < turkishBoxes.length; i++) {
turkishBoxes[i].destroy();
}
for (var i = 0; i < englishBoxes.length; i++) {
englishBoxes[i].destroy();
}
turkishBoxes = [];
englishBoxes = [];
matchCount = 0;
dragNode = null;
roundActive = true;
// Increase difficulty: more pairs, less time
var numPairs = 2 + Math.floor(currentRound / 2);
if (numPairs > 6) numPairs = 6;
timeLeft = 15 - currentRound * 1;
if (timeLeft < 6) timeLeft = 6;
// Pick random pairs
var pairs = [];
var used = [];
while (pairs.length < numPairs && used.length < wordPairs.length) {
var idx = Math.floor(Math.random() * wordPairs.length);
if (used.indexOf(idx) === -1) {
pairs.push({
tr: wordPairs[idx].tr,
en: wordPairs[idx].en,
id: 'pair' + idx
});
used.push(idx);
}
}
// Shuffle Turkish and English sides separately
var turkishList = [];
var englishList = [];
for (var i = 0; i < pairs.length; i++) {
turkishList.push({
word: pairs[i].tr,
id: pairs[i].id
});
englishList.push({
word: pairs[i].en,
id: pairs[i].id
});
}
shuffleArray(turkishList);
shuffleArray(englishList);
// Layout Turkish boxes (draggable) on left
var spacingY = 220;
var startY = (2732 - (turkishList.length * spacingY - (spacingY - 180))) / 2;
for (var i = 0; i < turkishList.length; i++) {
var box = new TurkishWordBox();
box.setWord(turkishList[i].word, turkishList[i].id);
box.x = 400;
box.y = startY + i * spacingY;
turkishBoxes.push(box);
game.addChild(box);
}
// Layout English boxes (targets) on right
for (var i = 0; i < englishList.length; i++) {
var box = new EnglishWordBox();
box.setWord(englishList[i].word, englishList[i].id);
box.x = 2048 - 400;
box.y = startY + i * spacingY;
englishBoxes.push(box);
game.addChild(box);
}
// Start timer
timerText.setText(timeLeft);
if (roundTimer) LK.clearInterval(roundTimer);
roundTimer = LK.setInterval(function () {
if (!roundActive) return;
timeLeft -= 1;
timerText.setText(timeLeft);
if (timeLeft <= 0) {
endRound(false);
}
}, 1000);
}
function endRound(success) {
roundActive = false;
if (roundTimer) {
LK.clearInterval(roundTimer);
roundTimer = null;
}
// Flash feedback
if (success) {
LK.effects.flashScreen(0x83de44, 600);
} else {
LK.effects.flashScreen(0xff0000, 900);
}
// Next round or game over
LK.setTimeout(function () {
if (success) {
currentRound += 1;
if (currentRound >= 10) {
LK.showYouWin();
} else {
startRound();
}
} else {
LK.showGameOver();
}
}, 900);
}
function checkMatch(turkishBox, englishBox) {
if (!roundActive) return;
if (turkishBox.matchId === englishBox.matchId) {
// Correct
score += 1;
LK.setScore(score);
scoreText.setText('Score: ' + score);
// Animate to target
tween(turkishBox, {
x: englishBox.x,
y: englishBox.y
}, {
duration: 250,
easing: tween.easeIn,
onFinish: function onFinish() {
turkishBox.destroy();
englishBox.destroy();
}
});
// Remove from arrays
for (var i = 0; i < turkishBoxes.length; i++) {
if (turkishBoxes[i] === turkishBox) {
turkishBoxes.splice(i, 1);
break;
}
}
for (var i = 0; i < englishBoxes.length; i++) {
if (englishBoxes[i] === englishBox) {
englishBoxes.splice(i, 1);
break;
}
}
matchCount += 1;
LK.effects.flashObject(turkishBox, 0x83de44, 400);
if (matchCount >= englishBoxes.length + 1) {
// All matched
endRound(true);
}
} else {
// Wrong
LK.effects.flashObject(turkishBox, 0xff0000, 400);
// Snap back
tween(turkishBox, {
x: 400
}, {
duration: 200,
easing: tween.easeOut
});
}
}
// --- Drag and Drop Logic ---
function handleMove(x, y, obj) {
if (!roundActive) return;
if (dragNode && dragNode.isDragging) {
// Move Turkish box to where player touches (centered)
dragNode.x = x;
dragNode.y = y;
}
}
game.move = handleMove;
game.down = function (x, y, obj) {
if (!roundActive) return;
// Check if a Turkish box is pressed
for (var i = 0; i < turkishBoxes.length; i++) {
var box = turkishBoxes[i];
// Check bounds
var bx = box.x - box.width / 2;
var by = box.y - box.height / 2;
if (x >= bx && x <= bx + box.width && y >= by && y <= by + box.height) {
// Start drag
box.down(x, y, obj);
break;
}
}
};
game.up = function (x, y, obj) {
if (!roundActive) return;
if (dragNode && dragNode.isDragging) {
// Check if over any English box
var dropped = false;
for (var i = 0; i < englishBoxes.length; i++) {
var target = englishBoxes[i];
if (dragNode.intersects(target)) {
checkMatch(dragNode, target);
dropped = true;
break;
}
}
if (!dropped) {
// Check for nesting with other Turkish boxes
var nested = false;
for (var i = 0; i < turkishBoxes.length; i++) {
var other = turkishBoxes[i];
if (other !== dragNode && dragNode.intersects(other)) {
nested = true;
break;
}
}
if (nested) {
// Find a free Y position (not overlapping others)
var spacingY = 220;
var startY = (2732 - (turkishBoxes.length * spacingY - (spacingY - 180))) / 2;
var found = false;
for (var tryI = 0; tryI < 20 && !found; tryI++) {
var tryY = startY + Math.floor(Math.random() * turkishBoxes.length) * spacingY;
var overlap = false;
for (var j = 0; j < turkishBoxes.length; j++) {
var otherBox = turkishBoxes[j];
if (otherBox !== dragNode) {
var dy = Math.abs(otherBox.y - tryY);
if (dy < 180) {
// box height
overlap = true;
break;
}
}
}
if (!overlap) {
found = true;
tween(dragNode, {
x: 400,
y: tryY
}, {
duration: 200,
easing: tween.easeOut
});
}
}
if (!found) {
// fallback: snap to default
tween(dragNode, {
x: 400
}, {
duration: 200,
easing: tween.easeOut
});
}
} else {
// Snap back
tween(dragNode, {
x: 400
}, {
duration: 200,
easing: tween.easeOut
});
}
}
dragNode.isDragging = false;
dragNode = null;
}
};
// --- Game Update ---
game.update = function () {
// No per-frame logic needed for now
};
// --- Start Game ---
currentRound = 0;
score = 0;
LK.setScore(0);
scoreText.setText('Score: 0');
startRound(); ===================================================================
--- original.js
+++ change.js
@@ -82,49 +82,9 @@
/****
* Game Code
****/
-// --- Game State ---
-// Turkish and English boxes arrays must be defined before use
-var turkishBoxes = [];
-var englishBoxes = [];
-// Prevent Turkish boxes from overlapping when not being dragged
-for (var i = 0; i < turkishBoxes.length; i++) {
- var boxA = turkishBoxes[i];
- if (boxA.isDragging) continue;
- for (var j = i + 1; j < turkishBoxes.length; j++) {
- var boxB = turkishBoxes[j];
- if (boxB.isDragging) continue;
- // Check overlap
- var dx = boxA.x - boxB.x;
- var dy = boxA.y - boxB.y;
- var overlapX = (boxA.width + boxB.width) / 2 - Math.abs(dx);
- var overlapY = (boxA.height + boxB.height) / 2 - Math.abs(dy);
- if (overlapX > 0 && overlapY > 0) {
- // Separate equally along the axis of greatest overlap
- if (overlapX < overlapY) {
- var move = overlapX / 2 + 1;
- if (dx > 0) {
- boxA.x += move;
- boxB.x -= move;
- } else {
- boxA.x -= move;
- boxB.x += move;
- }
- } else {
- var move = overlapY / 2 + 1;
- if (dy > 0) {
- boxA.y += move;
- boxB.y -= move;
- } else {
- boxA.y -= move;
- boxB.y += move;
- }
- }
- }
- }
-}
-// No per-frame logic needed for now
+// --- Word Data ---
// Turkish word box
// English word box
// Correct match flash
// Wrong match flash
@@ -421,15 +381,65 @@
break;
}
}
if (!dropped) {
- // Snap back
- tween(dragNode, {
- x: 400
- }, {
- duration: 200,
- easing: tween.easeOut
- });
+ // Check for nesting with other Turkish boxes
+ var nested = false;
+ for (var i = 0; i < turkishBoxes.length; i++) {
+ var other = turkishBoxes[i];
+ if (other !== dragNode && dragNode.intersects(other)) {
+ nested = true;
+ break;
+ }
+ }
+ if (nested) {
+ // Find a free Y position (not overlapping others)
+ var spacingY = 220;
+ var startY = (2732 - (turkishBoxes.length * spacingY - (spacingY - 180))) / 2;
+ var found = false;
+ for (var tryI = 0; tryI < 20 && !found; tryI++) {
+ var tryY = startY + Math.floor(Math.random() * turkishBoxes.length) * spacingY;
+ var overlap = false;
+ for (var j = 0; j < turkishBoxes.length; j++) {
+ var otherBox = turkishBoxes[j];
+ if (otherBox !== dragNode) {
+ var dy = Math.abs(otherBox.y - tryY);
+ if (dy < 180) {
+ // box height
+ overlap = true;
+ break;
+ }
+ }
+ }
+ if (!overlap) {
+ found = true;
+ tween(dragNode, {
+ x: 400,
+ y: tryY
+ }, {
+ duration: 200,
+ easing: tween.easeOut
+ });
+ }
+ }
+ if (!found) {
+ // fallback: snap to default
+ tween(dragNode, {
+ x: 400
+ }, {
+ duration: 200,
+ easing: tween.easeOut
+ });
+ }
+ } else {
+ // Snap back
+ tween(dragNode, {
+ x: 400
+ }, {
+ duration: 200,
+ easing: tween.easeOut
+ });
+ }
}
dragNode.isDragging = false;
dragNode = null;
}