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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'stopPropagation')' in or related to this line: 'obj.event.stopPropagation();' Line Number: 446
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secondarysmallmenu açıkken play how to play language select character butonları çalışmasın asla
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secondarysmallmenu açık olduğu sırada ekranda secondarysmallmenu butonları dışında bir yere tıklanırsa secondarysmallmenu kapansın
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'target')' in or related to this line: 'if (secondaryMenuOpen && obj.event.target === game) {' Line Number: 1169
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select character , language tuşlarına basıldığında secondarysmallmenu asseti ekranın ortasına açılsın ve ekranın herhangi bir yerine basıldığında menuden çıkılsın ve o menu açıkken diğer hiçbir tuş çalışmasın
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The reason you’re still seeing your button labels at 40% opacity is that in Pixi (and most display‐list systems) a child’s world alpha is parent.alpha × child.alpha. By setting playButton.alpha = 0.4, you’re dimming the entire button container, so even though the text inside has alpha = 1, it still gets multiplied by 0.4. Two ways to fix Only fade the background sprite, not the whole container. js Kopyala Düzenle // instead of: // playButton.alpha = 0.4; // do this: var background = self.attachAsset('menu_play', { anchorX: 0.5, anchorY: 0.5 }); background.alpha = 0.4; // fade only the bg sprite // now when you add the text as a child... var playText = new Text2("Play", /*...*/); playText.alpha = 1; // truly fully opaque text playButton.addChild(playText); Here playButton stays at alpha = 1.0, but its background is at 0.4. Use a sub‐container for the text, so you can independently control each alpha: js Kopyala Düzenle var playButton = new Container(); // background sprite: var bg = playButton.attachAsset('menu_play', { /*...*/ }); bg.alpha = 0.4; // text in its own layer: var playText = new Text2("Play", { /*...*/ }); playText.anchor.set(0.5); playText.alpha = 1; playButton.addChild(playText); Again, the container (playButton.alpha) stays at 1.0, but bg.alpha is 0.4 while playText.alpha is 1.0. Update your MenuScreen Just replace every js Kopyala Düzenle someButton.alpha = 0.4; with js Kopyala Düzenle // after this line: var someButton = self.attachAsset('menu_xyz', {/*...*/}); // add: someButton.alpha = 1; // keep the container fully opaque // and then: someButton.children[0].alpha = 0.4; // fade only the first child (the bg sprite) —or better yet—grab the returned sprite into a background variable and set that to 0.4 as shown above. That way your button art is 60% transparent, and all Text2 labels remain rock-solid at 100% opacity.
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textlerin opaklığını asla bozma ve make all menu buttons %60 transparent
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bütün menu butonlarını fully opaque yap ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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bütün menu textlerinin transparent oranını %0 yap
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make all menu buttons %90 transparent
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play how to play language select character butonlarını yarı saydam yap
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language assetini 100 pixel yukarı taşı
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how to play assetini 200 pixel yukarı taşı
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play assetini 300 pixel yukarı taşı
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play buttonunun üstünde play,onun altındakinde how to play onun altındakinde language onun altındakinde select character yazsın
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menü açıkken oyun tamamen donar oyunun süre akışı,ses efektleri müzikler her şey donar
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bu şu an oynanabilen kısım playable olsun bir de menu ekranı olsun oyun ilk açıldığında menuscreen asseti ekranın ortasında belirsin ve menu ekranı açıldığında ekranın ortasında menu_play asseti olsun menu_play assetinin 101 pixel altında menu_howtoplay asseti olsun onun 101 pixel altında menu_language asseti olsun onun 101 pixel altında menu_stikman asseti bulunsun
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You win play again sahnesinin gelmesini 2 saniye delayle
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You win play again sahnesinin gelmesini 3 saniye delayle
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score text şu şekilde olsun 1.soruyu bilince 250 2.soru 500 3.soru 1000 4.soru 2500 5.soru 25000 6.soru 50000 7.soru 100000 8.soru 250000 9.soru 500000 10.soru 1000000 puan olsun
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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.
/**** * 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: 100 }); return true; }; self.reset = function () { self.used = false; self.alpha = 1; }; self.down = function (x, y, obj) { if (!self.used && !gameOver && !answerLocked && !menuOpen) { activateJoker(self.type); } }; return self; }); var MenuScreen = Container.expand(function () { var self = Container.call(this); // Menu background var background = self.attachAsset('menuscreen', { anchorX: 0.5, anchorY: 0.5 }); // Play button var playButton = self.attachAsset('menu_play', { anchorX: 0.5, anchorY: 0.5 }); playButton.position.set(0, -300); // Add "Play" text to play button var playText = new Text2("Play", { size: 70, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 4 }); playText.anchor.set(0.5, 0.5); playText.position.set(0, 0); playButton.addChild(playText); // How to play button var howToPlayButton = self.attachAsset('menu_howtoplay', { anchorX: 0.5, anchorY: 0.5 }); howToPlayButton.position.set(0, -100); // Moved 200 pixels up from original position // Add "How To Play" text to how to play button var howToPlayText = new Text2("How To Play", { size: 70, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 4 }); howToPlayText.anchor.set(0.5, 0.5); howToPlayText.position.set(0, 0); howToPlayButton.addChild(howToPlayText); // Language button var languageButton = self.attachAsset('menu_language', { anchorX: 0.5, anchorY: 0.5 }); languageButton.position.set(0, 102); // Add "Language" text to language button var languageText = new Text2("Language", { size: 70, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 4 }); languageText.anchor.set(0.5, 0.5); languageText.position.set(0, 0); languageButton.addChild(languageText); // Stickman button var stickmanButton = self.attachAsset('menu_stickman', { anchorX: 0.5, anchorY: 0.5 }); stickmanButton.position.set(0, 303); // Add "Select Character" text to stickman button var stickmanText = new Text2("Select Character", { size: 70, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 4 }); stickmanText.anchor.set(0.5, 0.5); stickmanText.position.set(0, 0); stickmanButton.addChild(stickmanText); // Handle clicks on play button playButton.interactive = true; playButton.down = function () { self.hide(); initGame(); }; // Show menu self.show = function () { self.visible = true; menuOpen = true; // Set menu state to open }; // Hide menu self.hide = function () { self.visible = false; menuOpen = false; // Set menu state to closed }; 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 && !menuOpen) { 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 ****/ // Character images for different emotions/states // Game constants 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 - 725, 2732 / 2 - 150); game.addChild(stickman); // Game timer var gameTimer = LK.setInterval(function () { if (gameOver || answerLocked || menuOpen) { 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 || menuOpen) { 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++; // Use millionaire prize tiers based on question number var prizeMoney; switch (currentQuestion) { case 0: prizeMoney = 250; break; case 1: prizeMoney = 500; break; case 2: prizeMoney = 1000; break; case 3: prizeMoney = 2500; break; case 4: prizeMoney = 25000; break; case 5: prizeMoney = 50000; break; case 6: prizeMoney = 100000; break; case 7: prizeMoney = 250000; break; case 8: prizeMoney = 500000; break; case 9: prizeMoney = 1000000; break; default: prizeMoney = 0; } scoreText.setText("Score: " + prizeMoney); // 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++; // Use millionaire prize tiers based on question number var prizeMoney; switch (currentQuestion) { case 0: prizeMoney = 250; break; case 1: prizeMoney = 500; break; case 2: prizeMoney = 1000; break; case 3: prizeMoney = 2500; break; case 4: prizeMoney = 25000; break; case 5: prizeMoney = 50000; break; case 6: prizeMoney = 100000; break; case 7: prizeMoney = 250000; break; case 8: prizeMoney = 500000; break; case 9: prizeMoney = 1000000; break; default: prizeMoney = 0; } scoreText.setText("Score: " + prizeMoney); LK.setTimeout(function () { trollFaces.showHappy(); loadQuestion(currentQuestion + 1); }, 2000); } 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 () { LK.setTimeout(function () { endGame(false); }, 3000); }, 3000); } } } 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); }, 3000); } function activateJoker(type) { var joker = findJokerByType(type); if (!joker || joker.used || menuOpen) { 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.setTimeout(function () { LK.showYouWin(); }, 2000); } else { LK.showGameOver(); } } // Create menu screen var menuScreen = new MenuScreen(); menuScreen.position.set(2048 / 2, 2732 / 2); game.addChild(menuScreen); // Track menu state to freeze game when menu is open var menuOpen = true; // 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 - starting prize is $0 before first question answered scoreText.setText("Score: " + 0); // 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'); } // Initially hide game elements function hideGameElements() { // Hide all game UI elements theset.visible = false; mainQuestionBoard.visible = false; questionCard.visible = false; timerText.visible = false; scoreText.visible = false; counterText.visible = false; character.visible = false; stickman.visible = false; trollFaces.visible = false; secondChanceText.visible = false; // Hide answer buttons and jokers for (var i = 0; i < answerButtons.length; i++) { answerButtons[i].visible = false; } for (var i = 0; i < jokers.length; i++) { jokers[i].visible = false; } } // Show game elements function showGameElements() { // Show all game UI elements theset.visible = true; mainQuestionBoard.visible = true; questionCard.visible = true; timerText.visible = true; scoreText.visible = true; counterText.visible = true; character.visible = true; stickman.visible = true; trollFaces.visible = true; // Show answer buttons and jokers for (var i = 0; i < answerButtons.length; i++) { answerButtons[i].visible = true; } for (var i = 0; i < jokers.length; i++) { jokers[i].visible = true; } } // Initially hide game elements and show menu hideGameElements(); menuScreen.show(); // Modified initGame to show game elements var originalInitGame = initGame; initGame = function initGame() { showGameElements(); originalInitGame(); };
===================================================================
--- original.js
+++ change.js
@@ -140,9 +140,9 @@
var languageButton = self.attachAsset('menu_language', {
anchorX: 0.5,
anchorY: 0.5
});
- languageButton.position.set(0, 202);
+ languageButton.position.set(0, 102);
// Add "Language" text to language button
var languageText = new Text2("Language", {
size: 70,
fill: 0xFFFFFF,