User prompt
start from level 1
User prompt
Each correct answer will earn you 1000 points.
User prompt
Let the game be level 13
User prompt
speed up the game βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
Let the game have background music
User prompt
When you level up, the cards should not increase, there should always be 3 cards βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
Let the game start from level 1
User prompt
Let it be level 10 and 3 cards βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
The card's locations should get a little faster at each level βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
slowly change the card's places βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
Swap the cards for 10 seconds βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
shuffle the cards but don't use animations
User prompt
shuffling the cards βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
Use the effect to swap cards left and right βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
remove all sounds
User prompt
shuffle the cards a few times βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
shuffle the cards 5 times βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
shuffle the cards more βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
The playing cards should be spaced further apart
User prompt
The playing cards should be spaced further apart
User prompt
have a background in the game
User prompt
let it be the background
User prompt
let there be music
User prompt
Show me the correct card then shuffle it βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'TypeError: tween.to is not a function' in or related to this line: 'tween.to(cardBack, {' Line Number: 43 βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Card = Container.expand(function (isWinning) {
var self = Container.call(this);
self.isWinning = isWinning || false;
self.isFlipped = false;
self.isClickable = true;
// Create card back (visible initially)
var cardBack = self.attachAsset('cardBack', {
anchorX: 0.5,
anchorY: 0.5
});
// Create card front (hidden initially)
var cardFront = self.attachAsset(self.isWinning ? 'cardFront' : 'wrongCard', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0
});
self.flip = function () {
if (!self.isClickable || self.isFlipped) return;
self.isFlipped = true;
self.isClickable = false;
// Flip animation
tween(cardBack, {
scaleX: 0
}, {
duration: 150,
onFinish: function onFinish() {
cardBack.alpha = 0;
cardFront.alpha = 1;
cardFront.scaleX = 0;
tween(cardFront, {
scaleX: 1
}, {
duration: 150
});
}
});
// Trigger game logic
if (self.isWinning) {
game.onCorrectCard();
} else {
game.onWrongCard();
}
};
self.down = function (x, y, obj) {
self.flip();
};
return self;
});
/****
* Initialize Game
****/
// Assets will be initialized automatically when needed
// Classes will be defined here
var game = new LK.Game({
backgroundColor: 0x2c3e50
});
/****
* Game Code
****/
// Add background
var background = game.attachAsset('background', {
anchorX: 0.5,
anchorY: 0.5
});
background.x = 1024;
background.y = 1366;
// Game variables
var currentLevel = 1;
var maxLevel = 9;
var cards = [];
var gameState = 'playing'; // 'playing', 'won', 'lost'
// UI elements
var levelText = new Text2('Level: 1', {
size: 80,
fill: 0xFFFFFF
});
levelText.anchor.set(0.5, 0);
LK.gui.top.addChild(levelText);
var instructionText = new Text2('Find the green card!', {
size: 60,
fill: 0xFFFFFF
});
instructionText.anchor.set(0.5, 0);
instructionText.y = 100;
LK.gui.top.addChild(instructionText);
function getCardsForLevel(level) {
if (level <= 3) return 3;
if (level <= 6) return 6;
return 9;
}
function createLevel() {
// Clear existing cards
for (var i = 0; i < cards.length; i++) {
cards[i].destroy();
}
cards = [];
var numCards = getCardsForLevel(currentLevel);
var winningIndex = Math.floor(Math.random() * numCards);
// Calculate card positions
var cardSpacing = 450;
var cardsPerRow = numCards <= 3 ? 3 : 3;
var rows = Math.ceil(numCards / cardsPerRow);
var startX = 1024 - (cardsPerRow - 1) * cardSpacing / 2;
var startY = 1366 - (rows - 1) * 450 / 2;
// Create cards
for (var i = 0; i < numCards; i++) {
var isWinning = i === winningIndex;
var card = new Card(isWinning);
var row = Math.floor(i / cardsPerRow);
var col = i % cardsPerRow;
card.x = startX + col * cardSpacing;
card.y = startY + row * 350;
cards.push(card);
game.addChild(card);
}
// Update UI
levelText.setText('Level: ' + currentLevel);
gameState = 'playing';
instructionText.setText('Remember this card...');
}
game.onCorrectCard = function () {
gameState = 'won';
// Disable all cards
for (var i = 0; i < cards.length; i++) {
cards[i].isClickable = false;
}
if (currentLevel >= maxLevel) {
// Game complete
instructionText.setText('Congratulations! You won!');
LK.setTimeout(function () {
LK.showYouWin();
}, 1500);
} else {
// Next level
instructionText.setText('Correct! Next level...');
LK.setTimeout(function () {
currentLevel++;
createLevel();
// Show winning card then shuffle for next level
LK.setTimeout(function () {
showWinningCard();
}, 500);
}, 1500);
}
};
game.onWrongCard = function () {
gameState = 'lost';
// Disable all cards
for (var i = 0; i < cards.length; i++) {
cards[i].isClickable = false;
}
instructionText.setText('Wrong choice! Game Over');
LK.setTimeout(function () {
LK.showGameOver();
}, 1500);
};
function showWinningCard() {
// Find the winning card
var winningCard = null;
for (var i = 0; i < cards.length; i++) {
if (cards[i].isWinning) {
winningCard = cards[i];
break;
}
}
if (winningCard) {
// Disable all cards during preview
for (var i = 0; i < cards.length; i++) {
cards[i].isClickable = false;
}
// Show the winning card briefly
var cardBack = winningCard.children[0]; // cardBack asset
var cardFront = winningCard.children[1]; // cardFront asset
// Flip to show winning card
tween(cardBack, {
scaleX: 0
}, {
duration: 150,
onFinish: function onFinish() {
cardBack.alpha = 0;
cardFront.alpha = 1;
cardFront.scaleX = 0;
tween(cardFront, {
scaleX: 1
}, {
duration: 150,
onFinish: function onFinish() {
// Wait 2 seconds then flip back and shuffle
LK.setTimeout(function () {
tween(cardFront, {
scaleX: 0
}, {
duration: 150,
onFinish: function onFinish() {
cardFront.alpha = 0;
cardBack.alpha = 1;
cardBack.scaleX = 0;
tween(cardBack, {
scaleX: 1
}, {
duration: 150,
onFinish: function onFinish() {
shuffleCards();
}
});
}
});
}, 2000);
}
});
}
});
}
}
function shuffleCards() {
// Store original positions
var positions = [];
for (var i = 0; i < cards.length; i++) {
positions.push({
x: cards[i].x,
y: cards[i].y
});
}
// Calculate speed based on current level - gets faster each level
var baseSwapInterval = 1500;
var baseDuration = 1200;
var speedMultiplier = Math.max(0.3, 1 - (currentLevel - 1) * 0.1); // Gets faster each level, minimum 30% speed
var swapInterval = baseSwapInterval * speedMultiplier;
var swapDuration = baseDuration * speedMultiplier;
// Start continuous swapping for 10 seconds
var swapIntervalTimer = LK.setInterval(function () {
// Pick two random cards to swap
var index1 = Math.floor(Math.random() * cards.length);
var index2 = Math.floor(Math.random() * cards.length);
// Make sure we don't swap the same card with itself
if (index1 === index2) {
index2 = (index2 + 1) % cards.length;
}
var card1 = cards[index1];
var card2 = cards[index2];
// Store their current positions
var tempX1 = card1.x;
var tempY1 = card1.y;
var tempX2 = card2.x;
var tempY2 = card2.y;
// Animate swap with level-based speed
tween(card1, {
x: tempX2,
y: tempY2
}, {
duration: swapDuration,
easing: tween.easeInOut
});
tween(card2, {
x: tempX1,
y: tempY1
}, {
duration: swapDuration,
easing: tween.easeInOut
});
}, swapInterval); // Swap interval gets faster each level
// Stop swapping after 10 seconds and re-enable cards
LK.setTimeout(function () {
LK.clearInterval(swapIntervalTimer);
// Re-enable cards after shuffle
for (var i = 0; i < cards.length; i++) {
cards[i].isClickable = true;
}
instructionText.setText('Find the green card!');
}, 10000); // 10 seconds
}
// Play background music
LK.playMusic('bgMusic');
// Initialize first level
createLevel();
// Show winning card then shuffle
LK.setTimeout(function () {
showWinningCard();
}, 500); ===================================================================
--- original.js
+++ change.js
@@ -230,10 +230,16 @@
x: cards[i].x,
y: cards[i].y
});
}
+ // Calculate speed based on current level - gets faster each level
+ var baseSwapInterval = 1500;
+ var baseDuration = 1200;
+ var speedMultiplier = Math.max(0.3, 1 - (currentLevel - 1) * 0.1); // Gets faster each level, minimum 30% speed
+ var swapInterval = baseSwapInterval * speedMultiplier;
+ var swapDuration = baseDuration * speedMultiplier;
// Start continuous swapping for 10 seconds
- var swapInterval = LK.setInterval(function () {
+ var swapIntervalTimer = LK.setInterval(function () {
// Pick two random cards to swap
var index1 = Math.floor(Math.random() * cards.length);
var index2 = Math.floor(Math.random() * cards.length);
// Make sure we don't swap the same card with itself
@@ -246,27 +252,27 @@
var tempX1 = card1.x;
var tempY1 = card1.y;
var tempX2 = card2.x;
var tempY2 = card2.y;
- // Animate swap with slower, smoother movement
+ // Animate swap with level-based speed
tween(card1, {
x: tempX2,
y: tempY2
}, {
- duration: 1200,
+ duration: swapDuration,
easing: tween.easeInOut
});
tween(card2, {
x: tempX1,
y: tempY1
}, {
- duration: 1200,
+ duration: swapDuration,
easing: tween.easeInOut
});
- }, 1500); // Swap every 1500ms for slower rhythm
+ }, swapInterval); // Swap interval gets faster each level
// Stop swapping after 10 seconds and re-enable cards
LK.setTimeout(function () {
- LK.clearInterval(swapInterval);
+ LK.clearInterval(swapIntervalTimer);
// Re-enable cards after shuffle
for (var i = 0; i < cards.length; i++) {
cards[i].isClickable = true;
}