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delay play again screen 3 seconds
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game over ekranının gelmesini 3 saniye delayle ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Yeni Kod js Kopyala Düzenle if (correct) { LK.getSound('correctSound').play(); answerButtons[index].markAsCorrect(); character.showHappy(); trollFaces.showSad(); // hemen sad score++; scoreText.setText("Score: " + score); // 2 saniye sonra önce happy'e çevir, sonra yeni soruya geç LK.setTimeout(function () { trollFaces.showHappy(); loadQuestion(currentQuestion + 1); }, 2000); } Yapılan değişiklikler: loadQuestion içeren setTimeout süresini 1500 ms ➔ 2000 ms olarak uzattık. setTimeout’un içinde önce trollFaces.showHappy(); çağırıp, hemen ardından loadQuestion ile yeni soruya geçiyoruz. Bu sayede oyuncu doğru cevabı verdikten 2 saniye boyunca trollfacesad görünecek, sonra otomatik olarak trollfacehappy’ye dönecek ve yeni soruya geçilecek.
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move stickman class 10 pixels left
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move stickman class 15 pixels left
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move stickman class 100 pixels left 50 pixels down
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move stickman class 300 pixels left 100 pixels up
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make stickman angry when 5 seconds left
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move stickman class 300 pixels left 100 pixels up ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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create a class named stickman , stickman class includes stickmanhappy stickmanthinking stickmandisappointed stickmanangry stickmanwinner assets and place them middle of the screen mainly stickmanthinking visible the others invisible on the screen when there is 5 seconds left make stickmansad visible make the others invisible when player gets the question right make stickmanhappy visible and the others invisible when player gets the question wrong make stickmandisappointed visible and make the others invisible when player gets all 10 questions right make stickmanwinner visible and make others invisible
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5 saniye için düşündüm timeExpired() içinde troll yüzü olarak şu satırı: js Kopyala Düzenle trollFaces.showSad(); // eski şununla değiştir: js Kopyala Düzenle trollFaces.showHappy(); Yani tamamı şöyle olacak: js Kopyala Düzenle function timeExpired() { answerLocked = true; character.showSad(); trollFaces.showHappy(); // artık zaman dolunca happy gösteriyor // Highlight correct answer answerButtons[currentCorrectIndex].markAsCorrect(); LK.setTimeout(function () { endGame(false); }, 2000); } Bu sayede süre dolunca trollfacehappy görünür, değil trollfacesad.
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move troll faces 10 pixels down 5 pixels right
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move troll faces right by 30 pixels and 50 pixels up
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Move troll faces right by 50 pixels up 50 pixels right
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Move troll faces right by 350 pixels annd 100 pixel up
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move all troll faces right by 300 pixels
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Aşağıdaki gibi hem TrollFaces sınıfını hem de onu kullandığın yerlere yapılan çağrıları düzeltebilirsin: js Kopyala Düzenle // 1) TrollFaces sınıfı var TrollFaces = Container.expand(function () { var self = Container.call(this); var happy = self.attachAsset('trollfacehappy', { anchorX:0.5, anchorY:0.5 }); var sad = self.attachAsset('trollfacesad', { anchorX:0.5, anchorY:0.5 }); var smile = self.attachAsset('trollfacesmile', { anchorX:0.5, anchorY:0.5 }); var angry = self.attachAsset('trollfaceangry', { anchorX:0.5, anchorY:0.5 }); // hepsi aynı pozisyona happy.position.set(0,0); sad. position.set(0,0); smile.position.set(0,0); angry.position.set(0,0); // başlangıç: sadece happy görünsün function showOnly(target){ happy.visible = (target === 'happy'); sad.visible = (target === 'sad'); smile.visible = (target === 'smile'); angry.visible = (target === 'angry'); } self.showHappy = function(){ showOnly('happy'); }; self.showSad = function(){ showOnly('sad'); }; self.showSmile = function(){ showOnly('smile'); }; self.showAngry = function(){ showOnly('angry'); }; // ilk durumda happy showOnly('happy'); return self; }); // 2) Sahnede ekledikten sonra referansı tut var trollFaces = new TrollFaces(); trollFaces.position.set(2048/2, 2732/2); game.addChild(trollFaces); // 3) Zaman sayacı içinde 5 saniye kalınca smile: var gameTimer = LK.setInterval(function(){ if(gameOver||answerLocked) return; timeLeft--; timerText.setText(timeLeft); if(timeLeft <= 5){ trollFaces.showSmile(); } if(timeLeft <= 0){ timeExpired(); } }, 1000); // 4) submitAnswer içinde doğru/yanlış ta şu şekle çevir: // doğruysa sad, yanlışsa happy function submitAnswer(index) { if (answerLocked) return; var correct = index === currentCorrectIndex; // ikinci şans vb. atlandı, direkt normal akış: answerLocked = true; if (correct) { LK.getSound('correctSound').play(); trollFaces.showSad(); // ... puan arttırma, overlay, sonraki soru ... } else { LK.getSound('incorrectSound').play(); trollFaces.showHappy(); // ... yanlış animasyon, oyun sonu ... } } // 5) Tüm 10 soruyu doğru bitirince angry: function endGame(completed) { gameOver = true; if (completed) { trollFaces.showAngry(); LK.showYouWin(); } else { LK.showGameOver(); } // ... yüksek skor vs. ... } Özet: TrollFaces içindeki showOnly() fonksiyonu ile dördünden sadece istediğini görünür yapıyoruz. Sayaçta 5 sn kalınca showSmile(). Doğru cevabın işlendiği yerde showSad(), yanlışta showHappy(). Oyun bittiğinde (“You Win” durumunda) showAngry(). Böylece istediğin mantık doğru çalışacaktır.
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create a class named troll faces , troll faces class includes trollfacehappy trollfacesad trollfacesmile assets and place them middle of the screen mainly trollfacehappy visible the others invisible on the screen when there is 5 seconds left make trollfacesmile visible make the others invisible when player gets the question right make trollfacesad visible and the others invisible when player gets the question wrong make trollfacehappy visible and make the others invisible when player gets all 10 questions right make trollfaceangry visible and make others invisible ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Move question counter text 5 pixels to the right
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Move question counter text 20 pixels to the right
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move question 1/10 text to right by 30 pixels move joker visuals 30 pixel right
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question x/y text ini 30 birim sağa taşı ve jokerlerin hepsinin görselini 30 pixel sağa taşı
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Please fix the bug: 'Uncaught TypeError: LK.addEventListener is not a function' in or related to this line: 'var clickHandler = LK.addEventListener('down', function (obj) {' Line Number: 624
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when clickeda random place on the screen close the phonejokerscreen pop up
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Aşağıdaki gibi usePhoneFriend fonksiyonunu güncelleyerek, joker ekranı göründükten sonra ekranda herhangi bir yere tıklayınca kapanmasını sağlayabilirsin: js Kopyala Düzenle function usePhoneFriend() { // 1) Soru kartını gizle questionCard.visible = false; // 2) Doğru cevabı alıp popup'a gönder var correctAnswer = questions[currentQuestion].answers[currentCorrectIndex]; phoneFriendPopup.show(correctAnswer); // 3) Joker'ı kullanılmış olarak işaretle findJokerByType('phone').use(); // 4) Bir kereye mahsus tıklama dinleyicisi ekle // Olay tetiklendiğinde popup'ı gizle, soruyu geri getir ve dinleyiciyi kaldır var onAnyClick = function () { phoneFriendPopup.hide(); questionCard.visible = true; game.off('pointerdown', onAnyClick); // Dinleyiciyi kaldır }; // Oyun sahnesini interaktif hale getir (eğer değilse) game.interactive = true; game.on('pointerdown', onAnyClick); } Açıklama: questionCard.visible = false; ile normal soru kartını gizliyoruz. phoneFriendPopup.show(correctAnswer); ile tek satırlık “Hmm, I guess the answer is ‘...’!” popup’ını gösteriyoruz. Joker’ı kullandığımızı use() metodu ile işaretliyoruz. game.on('pointerdown', ...) ile oyun sahnesine bir kez tetiklenen tıklama dinleyicisi ekliyoruz. İlk tıklamada popup’ı kapatıp questionCard.visible = true; ile eski ekrana döner, ve game.off('pointerdown', ...) ile bu dinleyiciyi kaldırırız ki sonraki tıklamalarda tekrarlanmasın. Bu sayede joker ekranı çıktıktan sonra ekrandaki herhangi bir tıklama ile otomatik olarak kapanacak.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { highScore: 0, totalPlayed: 0 }); /**** * Classes ****/ var Character = Container.expand(function () { var self = Container.call(this); var happyFace = self.attachAsset('characterHappy', { anchorX: 0.5, anchorY: 0.5 }); happyFace.visible = false; var sadFace = self.attachAsset('characterSad', { anchorX: 0.5, anchorY: 0.5 }); sadFace.visible = false; var excitedFace = self.attachAsset('characterExcited', { anchorX: 0.5, anchorY: 0.5 }); excitedFace.visible = false; var neutralFace = self.attachAsset('characterNeutral', { anchorX: 0.5, anchorY: 0.5 }); neutralFace.visible = true; self.showHappy = function () { happyFace.visible = true; sadFace.visible = false; excitedFace.visible = false; neutralFace.visible = false; }; self.showSad = function () { happyFace.visible = false; sadFace.visible = true; excitedFace.visible = false; neutralFace.visible = false; }; self.showExcited = function () { happyFace.visible = false; sadFace.visible = false; excitedFace.visible = true; neutralFace.visible = false; }; self.showNeutral = function () { happyFace.visible = false; sadFace.visible = false; excitedFace.visible = false; neutralFace.visible = true; }; return self; }); var Joker = Container.expand(function (type, icon) { var self = Container.call(this); self.type = type; self.used = false; var background = self.attachAsset('jokerButton', { anchorX: 0.5, anchorY: 0.5 }); var text = new Text2(icon, { size: 50, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 3 }); text.anchor.set(0.5, 0.5); self.addChild(text); self.use = function () { if (self.used) { return false; } self.used = true; tween(self, { alpha: 0.4 }, { duration: 300 }); return true; }; self.reset = function () { self.used = false; self.alpha = 1; }; self.down = function (x, y, obj) { if (!self.used && !gameOver && !answerLocked) { activateJoker(self.type); } }; return self; }); var PhoneFriendPopup = Container.expand(function () { var self = Container.call(this); // background card var bg = self.attachAsset('phonejokerscreen', { anchorX: 0.5, anchorY: 0.5, width: 1200, height: 800 }); bg.tint = 0xF5F5F5; // the single guess text var guessText = new Text2("", { size: 70, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 4 }); guessText.anchor.set(0.5, 0.5); guessText.position.set(0, 0); self.addChild(guessText); self.visible = false; // show with the correct answer inserted self.show = function (answer) { guessText.setText('Hmm, I guess the answer is "' + answer + '"!'); self.visible = true; }; self.hide = function () { self.visible = false; }; return self; }); var QuestionButton = Container.expand(function (index, text) { var self = Container.call(this); self.index = index; self.isCorrect = false; self.isSelected = false; self.isEliminated = false; self.isDisabled = false; // Added for second chance joker // Apply additional 7% height increase while keeping width the same var background = self.attachAsset('buttonBackground', { anchorX: 0.5, anchorY: 0.5, width: 944, // 924 + 20 = 944 (adding 10px on each side) // Extended by 10 pixels on left and right height: 234, // 224 + 10 = 234 (adding 5px on top and 5px on bottom) shape: 'ellipse' // More rounded shape }); var buttonText = new Text2(text, { size: 60, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 4 }); buttonText.anchor.set(0.5, 0.5); self.addChild(buttonText); var overlay = self.attachAsset('correctAnswerOverlay', { anchorX: 0.5, anchorY: 0.5, width: 944, // 924 + 20 = 944 (adding 10px on each side) // Extended by 10 pixels on left and right height: 234, // 224 + 10 = 234 (adding 5px on top and 5px on bottom) shape: 'ellipse' // More rounded shape for overlay }); overlay.alpha = 0; self.setText = function (newText) { buttonText.setText(newText); }; self.setCorrect = function (correct) { self.isCorrect = correct; }; self.markAsCorrect = function () { overlay.tint = 0x00FF00; tween(overlay, { alpha: 0.5 }, { duration: 500 }); }; self.markAsIncorrect = function () { overlay.tint = 0xFF0000; tween(overlay, { alpha: 0.5 }, { duration: 500 }); }; self.reset = function () { overlay.alpha = 0; self.isSelected = false; self.isEliminated = false; self.isDisabled = false; // Reset disabled state self.alpha = 1; // Reset visual appearance back to fully visible }; self.eliminate = function () { if (self.isCorrect) { return false; } self.isEliminated = true; tween(self, { alpha: 0.3 }, { duration: 300 }); return true; }; // New function for second chance joker self.disable = function () { self.isDisabled = true; tween(self, { alpha: 0.3 }, { duration: 300 }); }; self.down = function (x, y, obj) { if (!self.isEliminated && !self.isDisabled && !gameOver && !answerLocked) { self.isSelected = true; submitAnswer(self.index); } }; return self; }); var Stickman = Container.expand(function () { var self = Container.call(this); // Create stickman assets with appropriate anchors and properties var stickmanhappy = self.attachAsset('stickmanhappy', { anchorX: 0.5, anchorY: 0.5, scaleX: 3, scaleY: 3 }); var stickmanthinking = self.attachAsset('stickmanthinking', { anchorX: 0.5, anchorY: 0.5, scaleX: 3, scaleY: 3 }); var stickmandisappointed = self.attachAsset('stickmandisappointed', { anchorX: 0.5, anchorY: 0.5, scaleX: 3, scaleY: 3 }); var stickmanangry = self.attachAsset('stickmanagry', { anchorX: 0.5, anchorY: 0.5, scaleX: 3, scaleY: 3 }); var stickmanwinner = self.attachAsset('stickmanwinner', { anchorX: 0.5, anchorY: 0.5, scaleX: 3, scaleY: 3 }); // Set all to same position stickmanhappy.position.set(0, 0); stickmanthinking.position.set(0, 0); stickmandisappointed.position.set(0, 0); stickmanangry.position.set(0, 0); stickmanwinner.position.set(0, 0); // Helper function to show only one state function showOnly(target) { stickmanhappy.visible = target === 'happy'; stickmanthinking.visible = target === 'thinking'; stickmandisappointed.visible = target === 'disappointed'; stickmanangry.visible = target === 'angry'; stickmanwinner.visible = target === 'winner'; } // Initialize with thinking visible showOnly('thinking'); // Public methods to change stickman state self.showHappy = function () { showOnly('happy'); }; self.showThinking = function () { showOnly('thinking'); }; self.showDisappointed = function () { showOnly('disappointed'); }; self.showAngry = function () { showOnly('angry'); }; self.showWinner = function () { showOnly('winner'); }; return self; }); var TrollFaces = Container.expand(function () { var self = Container.call(this); var trollFaceHappy = self.attachAsset('trollfacehappy', { anchorX: 0.5, anchorY: 0.5, scaleX: 3, scaleY: 3 }); var trollFaceSad = self.attachAsset('trollfacesad', { anchorX: 0.5, anchorY: 0.5, scaleX: 3, scaleY: 3 }); var trollFaceSmile = self.attachAsset('trollfacesmile', { anchorX: 0.5, anchorY: 0.5, scaleX: 3, scaleY: 3 }); var trollFaceAngry = self.attachAsset('trollfaceangry', { anchorX: 0.5, anchorY: 0.5, scaleX: 3, scaleY: 3 }); // Set all faces to same position trollFaceHappy.position.set(0, 0); trollFaceSad.position.set(0, 0); trollFaceSmile.position.set(0, 0); trollFaceAngry.position.set(0, 0); // Helper function to show only one face function showOnly(target) { trollFaceHappy.visible = target === 'happy'; trollFaceSad.visible = target === 'sad'; trollFaceSmile.visible = target === 'smile'; trollFaceAngry.visible = target === 'angry'; } // Initially only show happy face showOnly('happy'); self.showHappy = function () { showOnly('happy'); }; self.showSad = function () { showOnly('sad'); }; self.showSmile = function () { showOnly('smile'); }; self.showAngry = function () { showOnly('angry'); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB }); /**** * Game Code ****/ // Game constants // Character images for different emotions/states var TOTAL_QUESTIONS = 10; var TIME_PER_QUESTION = 30; // seconds var BUTTON_SPACING = 180; // Game state variables var currentQuestion = 0; var score = 0; var timeLeft = TIME_PER_QUESTION; var gameOver = false; var answerLocked = false; var secondChanceActive = false; // Track if second chance is active for current question var currentCorrectIndex = 0; // Quiz questions var questions = [{ question: "What is the capital of France?", answers: ["Paris", "London", "Berlin", "Madrid"], correctIndex: 0 }, { question: "Which planet is known as the Red Planet?", answers: ["Venus", "Mars", "Jupiter", "Saturn"], correctIndex: 1 }, { question: "What is the largest mammal on Earth?", answers: ["Elephant", "Giraffe", "Blue Whale", "Polar Bear"], correctIndex: 2 }, { question: "Which of these is not a programming language?", answers: ["Java", "Python", "Banana", "Ruby"], correctIndex: 2 }, { question: "What year did the Titanic sink?", answers: ["1912", "1905", "1920", "1931"], correctIndex: 0 }, { question: "Which element has the chemical symbol 'O'?", answers: ["Gold", "Oxygen", "Osmium", "Oganesson"], correctIndex: 1 }, { question: "Who painted the Mona Lisa?", answers: ["Van Gogh", "Picasso", "Michelangelo", "Leonardo da Vinci"], correctIndex: 3 }, { question: "What is the smallest prime number?", answers: ["0", "1", "2", "3"], correctIndex: 2 }, { question: "Which country is home to the kangaroo?", answers: ["New Zealand", "South Africa", "Australia", "Brazil"], correctIndex: 2 }, { question: "How many sides does a hexagon have?", answers: ["5", "6", "7", "8"], correctIndex: 1 }]; // Background colors for different questions var backgroundColors = [0x87CEEB, // Sky blue 0x98FB98, // Pale green 0xFFB6C1, // Light pink 0xFFD700, // Gold 0xE6E6FA, // Lavender 0xFFA07A, // Light salmon 0xADD8E6, // Light blue 0xF0E68C, // Khaki 0xD8BFD8, // Thistle 0xAFEEEE // Pale turquoise ]; // Create UI elements var theset = game.addChild(LK.getAsset('theset', { anchorX: 0.5, anchorY: 0.5 })); theset.position.set(2048 / 2 - 30 + 10, 2732 / 2 - 600 + 400 + 100); var mainQuestionBoard = game.addChild(LK.getAsset('mainquestionboard', { anchorX: 0.5, anchorY: 0.5 })); mainQuestionBoard.position.set(2048 / 2 + 135, 2732 / 2 + 430); var questionCard = game.addChild(LK.getAsset('questionCard', { anchorX: 0.5, anchorY: -0.8 })); questionCard.position.set(2048 / 2, 2732 / 2 - 500); var questionText = new Text2("", { size: 70, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 4 }); questionText.anchor.set(0.5, 0.5); questionText.position.set(0, 920); questionCard.addChild(questionText); var answerButtons = []; for (var i = 0; i < 4; i++) { var button = new QuestionButton(i, ""); if (i === 0) { // Move button A 500 pixels down and 215 pixels left button.position.set(2048 / 2 - 515, 2732 / 2 - 100 + i * BUTTON_SPACING + 970); } else if (i === 1) { // Move button B 970 pixels down and 400 pixels right, then 20 pixels left button.position.set(2048 / 2 + 510, 2732 / 2 - 100 + i * BUTTON_SPACING + 790); } else if (i === 2) { // Move button C 950 pixels down and 510 pixels left button.position.set(2048 / 2 - 510, 2732 / 2 - 200 + i * BUTTON_SPACING + 1010); } else { button.position.set(2048 / 2 + 515, 2732 / 2 - 200 + i * BUTTON_SPACING + 830); } answerButtons.push(button); game.addChild(button); } // Create jokers var jokers = []; var jokerTypes = ["fifty", "audience", "phone", "second"]; var jokerIcons = ["50/50", "👥", "📞", "🔄"]; for (var i = 0; i < 4; i++) { var joker = new Joker(jokerTypes[i], jokerIcons[i]); joker.position.set(280 + i * 150, 200); jokers.push(joker); game.addChild(joker); } // Create character var character = new Character(); character.position.set(2048 / 2, 2732 - 300); game.addChild(character); // Create timer UI var timerText = new Text2("", { size: 100, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 5 }); timerText.anchor.set(0.5, 0.5); timerText.position.set(2048 / 2, 150); game.addChild(timerText); // Create score display var scoreText = new Text2("Score: 0", { size: 70, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 4 }); scoreText.anchor.set(1, 0); scoreText.position.set(2048 - 50, 50); game.addChild(scoreText); // Create question counter var counterText = new Text2("Question: 1/" + TOTAL_QUESTIONS, { size: 70, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 4 }); counterText.anchor.set(0, 0); counterText.position.set(205, 50); game.addChild(counterText); // Second chance indicator text var secondChanceText = new Text2("", { size: 60, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 3 }); secondChanceText.anchor.set(0.5, 0.5); secondChanceText.position.set(2048 / 2, 280); game.addChild(secondChanceText); // Create phone a friend popup var phoneFriendPopup = new PhoneFriendPopup(); phoneFriendPopup.position.set(2048 / 2, 2732 / 2); game.addChild(phoneFriendPopup); // Create and add troll faces var trollFaces = new TrollFaces(); trollFaces.position.set(2048 / 2 + 735, 2732 / 2 - 190); game.addChild(trollFaces); // Create and add stickman character var stickman = new Stickman(); stickman.position.set(2048 / 2 - 600, 2732 / 2 - 200); game.addChild(stickman); // Game timer var gameTimer = LK.setInterval(function () { if (gameOver || answerLocked) { return; } timeLeft--; timerText.setText(timeLeft); // Change character expression when time is running low if (timeLeft <= 5) { character.showExcited(); trollFaces.showSmile(); stickman.showAngry(); // Show angry stickman when 5 seconds left } if (timeLeft <= 0) { timeExpired(); } }, 1000); // Game functions function loadQuestion(index) { if (index >= questions.length) { endGame(true); return; } // Change background color game.setBackgroundColor(backgroundColors[index]); var question = questions[index]; questionText.setText(question.question); currentCorrectIndex = question.correctIndex; for (var i = 0; i < 4; i++) { answerButtons[i].setText(question.answers[i]); answerButtons[i].setCorrect(i === question.correctIndex); answerButtons[i].reset(); } timeLeft = TIME_PER_QUESTION; timerText.setText(timeLeft); currentQuestion = index; counterText.setText("Question: " + (currentQuestion + 1) + "/" + TOTAL_QUESTIONS); character.showNeutral(); stickman.showThinking(); // Reset stickman to thinking state for new question secondChanceActive = false; // Reset second chance status for new question secondChanceText.setText(""); // Clear second chance indicator answerLocked = false; } function submitAnswer(index) { if (answerLocked) { return; } var correct = index === currentCorrectIndex; // Special handling for second chance joker if (secondChanceActive) { if (correct) { // If correct answer with second chance active, proceed normally answerLocked = true; LK.getSound('correctSound').play(); answerButtons[index].markAsCorrect(); character.showHappy(); trollFaces.showSad(); // Show sad troll face for correct answer score++; scoreText.setText("Score: " + score); // Clear second chance indicator secondChanceActive = false; secondChanceText.setText(""); // Load next question after delay LK.setTimeout(function () { loadQuestion(currentQuestion + 1); }, 1500); } else { // If wrong answer with second chance active, disable only that button LK.getSound('incorrectSound').play(); answerButtons[index].disable(); // Make this button unclickable // Deactivate second chance - one wrong answer protection used secondChanceActive = false; secondChanceText.setText(""); // Clear the indicator // Player can still continue with this question, but will lose on next wrong answer } } else { // Normal answer handling (no second chance active) answerLocked = true; if (correct) { LK.getSound('correctSound').play(); answerButtons[index].markAsCorrect(); character.showHappy(); trollFaces.showSad(); // Show sad troll face for correct answer stickman.showHappy(); // Show happy stickman for correct answer score++; scoreText.setText("Score: " + score); LK.setTimeout(function () { loadQuestion(currentQuestion + 1); }, 1500); } else { LK.getSound('incorrectSound').play(); answerButtons[index].markAsIncorrect(); character.showSad(); trollFaces.showHappy(); // Show happy troll face for wrong answer stickman.showDisappointed(); // Show disappointed stickman for wrong answer // Show correct answer and end game answerButtons[currentCorrectIndex].markAsCorrect(); LK.setTimeout(function () { endGame(false); }, 2000); } } } function timeExpired() { answerLocked = true; character.showSad(); trollFaces.showHappy(); // Show happy troll face when time expires stickman.showDisappointed(); // Show disappointed stickman when time expires // Highlight correct answer answerButtons[currentCorrectIndex].markAsCorrect(); LK.setTimeout(function () { endGame(false); }, 2000); } function activateJoker(type) { var joker = findJokerByType(type); if (!joker || joker.used) { return; } LK.getSound('jokerSound').play(); switch (type) { case "fifty": useFiftyFifty(); joker.use(); break; case "audience": useAudienceHelp(); joker.use(); break; case "phone": usePhoneFriend(); joker.use(); break; case "second": useSecondChance(); // For second chance, we don't mark the joker as used yet // It will be marked as used when the player submits an answer break; } } function findJokerByType(type) { for (var i = 0; i < jokers.length; i++) { if (jokers[i].type === type) { return jokers[i]; } } return null; } function useFiftyFifty() { var eliminated = 0; var attempts = 0; // Try to eliminate two wrong answers while (eliminated < 2 && attempts < 10) { attempts++; var randomIndex = Math.floor(Math.random() * 4); if (answerButtons[randomIndex].eliminate()) { eliminated++; } } } function useAudienceHelp() { // Calculate audience accuracy based on question number // Accuracy decreases as questions get harder var baseAccuracy = 0.99 - currentQuestion * 0.05; for (var i = 0; i < 4; i++) { var percentage; if (i === currentCorrectIndex) { // Correct answer gets higher percentage based on accuracy percentage = Math.floor(baseAccuracy * 100); } else { // Distribute remaining percentage among wrong answers percentage = Math.floor((1 - baseAccuracy) * 33); } // Update button text to show percentage var originalText = questions[currentQuestion].answers[i]; answerButtons[i].setText(originalText + " (" + percentage + "%)"); } // Reset the text after 5 seconds LK.setTimeout(function () { for (var i = 0; i < 4; i++) { answerButtons[i].setText(questions[currentQuestion].answers[i]); } }, 5000); } function usePhoneFriend() { // hide the normal question card questionCard.visible = false; // show our new popup with the real answer var correctAnswer = questions[currentQuestion].answers[currentCorrectIndex]; phoneFriendPopup.show(correctAnswer); // mark the joker used findJokerByType('phone').use(); // Add click handler to close popup when clicked anywhere game.phoneFriendClickHandler = function (x, y, obj) { phoneFriendPopup.hide(); questionCard.visible = true; // Remove the handler by setting it to null game.phoneFriendClickHandler = null; }; // Assign the handler to game's down event game.down = game.phoneFriendClickHandler; // after 5 seconds, hide popup and go back LK.setTimeout(function () { phoneFriendPopup.hide(); questionCard.visible = true; // Remove click handler if timer expires first game.phoneFriendClickHandler = null; }, 5000); } function useSecondChance() { // Only activate if not already active if (!secondChanceActive) { // Mark second chance as active for the current question secondChanceActive = true; // Display second chance status secondChanceText.setText("Second Chance Active 🔄"); secondChanceText.visible = true; // Get the second chance joker var secondChanceJoker = findJokerByType("second"); // Don't mark as used yet - will be used when player makes a selection // We only want to mark it visually as active tween(secondChanceJoker, { alpha: 0.7 }, { duration: 300 }); } } // Phone friend callback has been replaced by direct handling in usePhoneFriend function endGame(completed) { gameOver = true; // Update high score if (score > storage.highScore) { storage.highScore = score; } // Update total games played storage.totalPlayed = (storage.totalPlayed || 0) + 1; // Show game over screen if (completed) { trollFaces.showAngry(); // Show angry troll face when completing all questions stickman.showWinner(); // Show winner stickman when completing all questions LK.showYouWin(); } else { LK.showGameOver(); } } // Initialize game function initGame() { score = 0; gameOver = false; currentQuestion = 0; secondChanceActive = false; // Reset jokers for (var i = 0; i < jokers.length; i++) { jokers[i].reset(); } // Update score text scoreText.setText("Score: " + score); // Clear second chance text secondChanceText.setText(""); // Reset troll faces trollFaces.showHappy(); // Reset stickman stickman.showThinking(); // Start with first question loadQuestion(0); // Play background music LK.playMusic('backgroundMusic'); } // Start the game initGame();
===================================================================
--- original.js
+++ change.js
@@ -537,9 +537,9 @@
trollFaces.position.set(2048 / 2 + 735, 2732 / 2 - 190);
game.addChild(trollFaces);
// Create and add stickman character
var stickman = new Stickman();
-stickman.position.set(2048 / 2 - 300, 2732 / 2 - 100);
+stickman.position.set(2048 / 2 - 600, 2732 / 2 - 200);
game.addChild(stickman);
// Game timer
var gameTimer = LK.setInterval(function () {
if (gameOver || answerLocked) {