User prompt
add two levels
Code edit (2 edits merged)
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User prompt
Adjust word falling speed to ensure each word takes 80 seconds to reach the bottom
User prompt
Adjust word falling speed to ensure each word takes 55 seconds to reach the bottom
User prompt
every word take 25 sec to fall on the bottom
User prompt
Ensure a new word spawns every 50 seconds after the previous word
User prompt
if one letter is coming after 20 sec another word has to come
User prompt
add delete option in the game
Code edit (2 edits merged)
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User prompt
add when player correctly type the each word it will give the 2 points
User prompt
add when player correctly type the each word it will give the one points
User prompt
add when player correctly type the each word it will give the 5 points
User prompt
fix the bug when the player clicking the letters in the keyboard its not responding
User prompt
fix the bug when i click the keyboard ut shows undefined
User prompt
the time period between each word to word is 20 sec
User prompt
the time period between word to word is 20 sec
Code edit (2 edits merged)
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User prompt
give me edit
Code edit (1 edits merged)
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User prompt
no need to show undefied
Code edit (1 edits merged)
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User prompt
Set the interval time period between word spawns to 15 seconds
Code edit (4 edits merged)
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User prompt
add the intervel time perios between word by word 7sec
Code edit (1 edits merged)
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/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1", {
highScore: 0,
difficulty: 1
});
/****
* Classes
****/
var FallingWord = Container.expand(function (wordText, speed) {
var self = Container.call(this);
// Word properties
self.wordText = wordText;
self.speed = speed || 2;
self.typed = "";
self.completed = false;
// Create background for the word
var background = self.attachAsset('wordBackground', {
anchorX: 0.5,
anchorY: 0.5
});
// Create text element
self.wordDisplay = new Text2(wordText, {
size: 60,
fill: 0xFFFFFF
});
self.wordDisplay.anchor.set(0.5, 0.5);
self.addChild(self.wordDisplay);
// Create progress indicator (what's been typed correctly so far)
self.progressDisplay = new Text2("", {
size: 60,
fill: 0x00FF00
});
self.progressDisplay.anchor.set(0.5, 0.5);
self.addChild(self.progressDisplay);
// Update what has been typed correctly
self.updateTyped = function (typedText) {
self.typed = typedText;
self.progressDisplay.setText(typedText);
// Check if word is completed
if (typedText === self.wordText) {
self.completed = true;
return true;
}
return false;
};
// Check if character matches the next expected one
self.matchesNextChar = function (_char) {
return self.wordText.substring(self.typed.length, self.typed.length + 1).toLowerCase() === _char.toLowerCase();
};
// Update method called every frame
self.update = function () {
self.y += self.speed;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x1a1a2e
});
/****
* Game Code
****/
// Game settings and variables
var words = ["typing", "hero", "word", "game", "play", "fast", "quick", "jump", "over", "fox", "lazy", "dog", "letter", "keyboard", "speed", "challenge", "practice", "improve", "skill", "focus", "learn", "master", "type", "write", "read"];
var longWords = ["keyboard", "challenge", "practice", "improvement", "experience", "development", "professional", "application", "performance", "intelligence", "communication", "organization", "understanding", "appreciation", "participation", "environment", "opportunity", "relationship", "consideration", "determination"];
var activeWords = [];
var gameActive = false;
var currentInput = "";
var spawnInterval = 15000; // Initial spawn interval in ms
var lastSpawnTime = 0;
var score = 0;
var difficulty = storage.difficulty || 1;
var baseSpeed = 1;
var wordCount = 0;
var gameTicks = 0;
// UI elements
var scoreDisplay = new Text2("Score: 0", {
size: 70,
fill: 0xFFFFFF
});
scoreDisplay.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreDisplay);
var highScoreDisplay = new Text2("High Score: " + storage.highScore, {
size: 50,
fill: 0xFFCC00
});
highScoreDisplay.anchor.set(0.5, 0);
highScoreDisplay.y = 80;
LK.gui.top.addChild(highScoreDisplay);
var inputDisplay = new Text2("", {
size: 80,
fill: 0xFFFFFF
});
var inputBackground = new Text2("", {
size: 80,
fill: 0x000000
});
inputBackground.anchor.set(0.5, 1);
inputBackground.y = -50;
LK.gui.bottom.addChild(inputBackground);
inputDisplay.anchor.set(0.5, 1);
inputDisplay.y = -20;
LK.gui.bottom.addChild(inputDisplay);
// Initialize keyboard
var keyboard = new Container();
game.addChild(keyboard);
keyboard.y = 2400;
keyboard.isActive = false;
// Game methods
function startGame() {
gameActive = true;
activeWords = [];
currentInput = "";
score = 0;
wordCount = 0;
gameTicks = 0;
spawnInterval = 2000;
LK.setScore(0);
scoreDisplay.setText("Score: 0");
updateInput("");
LK.playMusic('bgMusic');
}
function endGame() {
gameActive = false;
// Update high score
if (score > storage.highScore) {
storage.highScore = score;
highScoreDisplay.setText("High Score: " + storage.highScore);
}
LK.stopMusic();
LK.showGameOver();
}
function getRandomWord() {
// Choose longer words as difficulty increases
var wordPool = difficulty > 2 ? longWords.concat(words) : words;
return wordPool[Math.floor(Math.random() * wordPool.length)];
}
function updateInput(text) {
currentInput = text;
inputDisplay.setText(text);
}
function spawnWord() {
var word = getRandomWord();
var fallingWord = new FallingWord(word, baseSpeed + difficulty * 0.5);
// Position randomly along the top of the screen
fallingWord.x = Math.random() * (2048 - 400) + 200; // Keep away from edges
fallingWord.y = 100;
game.addChild(fallingWord);
activeWords.push(fallingWord);
wordCount++;
// Increase difficulty based on words spawned
if (wordCount % 10 === 0) {
increaseDifficulty();
}
}
function increaseDifficulty() {
difficulty += 0.2;
spawnInterval = Math.max(800, spawnInterval - 100);
storage.difficulty = difficulty;
}
function checkInput(_char2) {
// Add character to current input
var newInput = currentInput + _char2;
updateInput(newInput);
// Check if we have active words that match the input
for (var i = 0; i < activeWords.length; i++) {
var word = activeWords[i];
// If the current input is the start of the word
if (word.wordText.toLowerCase().startsWith(newInput.toLowerCase())) {
// If the word is completed
if (newInput.length === word.wordText.length) {
// Word is fully typed
score += word.wordText.length * 10;
LK.setScore(score);
scoreDisplay.setText("Score: " + score);
// Play sound and animation
LK.getSound('correctWord').play();
LK.effects.flashObject(word, 0x00ff00, 400);
// Remove the word
tween(word, {
alpha: 0
}, {
duration: 300,
onFinish: function onFinish() {
game.removeChild(word);
activeWords.splice(activeWords.indexOf(word), 1);
}
});
updateInput("");
return true;
}
// Update the word's typed progress
word.updateTyped(newInput);
return true;
}
}
// If we get here, the input doesn't match any active word
// Consider if we want to add a negative feedback
return false;
}
function clearInput() {
updateInput("");
// Reset all word progress displays
for (var i = 0; i < activeWords.length; i++) {
activeWords[i].updateTyped("");
}
}
// Keyboard input handling
var keyboardButtons = [];
var keyboardLayout = [['Q', 'W', 'E', 'R', 'T', 'Y', 'U', 'I', 'O', 'P'], ['A', 'S', 'D', 'F', 'G', 'H', 'J', 'K', 'L'], ['Z', 'X', 'C', 'V', 'B', 'N', 'M']];
function createKeyboard() {
var buttonSize = 150;
var spacing = 20;
var rows = keyboardLayout.length;
for (var row = 0; row < rows; row++) {
var keys = keyboardLayout[row];
var rowWidth = keys.length * (buttonSize + spacing);
var startX = (2048 - rowWidth) / 2;
for (var i = 0; i < keys.length; i++) {
var key = keys[i];
var keyButton = new Container();
var keyBackground = LK.getAsset('wordBackground', {
width: buttonSize,
height: buttonSize,
anchorX: 0.5,
anchorY: 0.5,
tint: 0x555555
});
keyButton.addChild(keyBackground);
var keyText = new Text2(key, {
size: 60,
fill: 0xFFFFFF
});
keyText.anchor.set(0.5, 0.5);
keyButton.addChild(keyText);
keyButton.x = startX + i * (buttonSize + spacing) + buttonSize / 2;
keyButton.y = row * (buttonSize + spacing) + buttonSize / 2;
keyButton.keyValue = key;
// Add key press handler
keyButton.interactive = true;
keyButton.down = function (x, y, obj) {
checkInput(obj.keyValue);
// Visual feedback
if (obj.children && obj.children.length > 0 && obj.children[0]) {
tween(obj.children[0], {
tint: 0x3498db
}, {
duration: 100
});
}
};
keyButton.up = function (x, y, obj) {
// Reset visual state
if (obj.children && obj.children.length > 0 && obj.children[0]) {
tween(obj.children[0], {
tint: 0x555555
}, {
duration: 100
});
}
};
keyboard.addChild(keyButton);
keyboardButtons.push(keyButton);
}
}
// Add space bar
var spaceBar = new Container();
var spaceBackground = LK.getAsset('wordBackground', {
width: 800,
height: buttonSize,
anchorX: 0.5,
anchorY: 0.5,
tint: 0x555555
});
spaceBar.addChild(spaceBackground);
var spaceText = new Text2("SPACE", {
size: 60,
fill: 0xFFFFFF
});
spaceText.anchor.set(0.5, 0.5);
spaceBar.addChild(spaceText);
spaceBar.x = 2048 / 2;
spaceBar.y = rows * (buttonSize + spacing) + buttonSize / 2;
spaceBar.interactive = true;
spaceBar.down = function (x, y, obj) {
checkInput(" ");
if (obj.children && obj.children.length > 0 && obj.children[0]) {
tween(obj.children[0], {
tint: 0x3498db
}, {
duration: 100
});
}
};
spaceBar.up = function (x, y, obj) {
if (obj.children && obj.children.length > 0 && obj.children[0]) {
tween(obj.children[0], {
tint: 0x555555
}, {
duration: 100
});
}
};
keyboard.addChild(spaceBar);
keyboardButtons.push(spaceBar);
// Add delete button
var deleteButton = new Container();
var deleteBackground = LK.getAsset('wordBackground', {
width: 200,
height: buttonSize,
anchorX: 0.5,
anchorY: 0.5,
tint: 0xff5555
});
deleteButton.addChild(deleteBackground);
var deleteText = new Text2("DEL", {
size: 60,
fill: 0xFFFFFF
});
deleteText.anchor.set(0.5, 0.5);
deleteButton.addChild(deleteText);
deleteButton.x = 2048 - 150;
deleteButton.y = rows * (buttonSize + spacing) + buttonSize / 2;
deleteButton.interactive = true;
deleteButton.down = function (x, y, obj) {
clearInput();
if (obj.children && obj.children.length > 0 && obj.children[0]) {
tween(obj.children[0], {
tint: 0xff0000
}, {
duration: 100
});
}
};
deleteButton.up = function (x, y, obj) {
if (obj.children && obj.children.length > 0 && obj.children[0]) {
tween(obj.children[0], {
tint: 0xff5555
}, {
duration: 100
});
}
};
keyboard.addChild(deleteButton);
keyboardButtons.push(deleteButton);
}
// Create the keyboard
createKeyboard();
// Start button
var startButton = new Container();
var startButtonBg = LK.getAsset('wordBackground', {
width: 600,
height: 200,
anchorX: 0.5,
anchorY: 0.5,
tint: 0x2ecc71
});
startButton.addChild(startButtonBg);
var startButtonText = new Text2("START GAME", {
size: 80,
fill: 0xFFFFFF
});
startButtonText.anchor.set(0.5, 0.5);
startButton.addChild(startButtonText);
startButton.x = 2048 / 2;
startButton.y = 2732 / 2;
startButton.interactive = true;
startButton.down = function () {
startGame();
startButton.visible = false;
};
game.addChild(startButton);
// Game title
var gameTitle = new Text2("Typing Hero FRVR", {
size: 140,
fill: 0xFFFFFF
});
gameTitle.anchor.set(0.5, 0.5);
gameTitle.x = 2048 / 2;
gameTitle.y = 600;
game.addChild(gameTitle);
// Instructions
var instructions = new Text2("Type the falling words before they reach the bottom", {
size: 60,
fill: 0xFFFFFF
});
instructions.anchor.set(0.5, 0.5);
instructions.x = 2048 / 2;
instructions.y = 700;
game.addChild(instructions);
// Game update loop
game.update = function () {
if (!gameActive) {
return;
}
gameTicks++;
// Spawn new words at intervals
if (Date.now() - lastSpawnTime > spawnInterval) {
spawnWord();
lastSpawnTime = Date.now();
}
// Update all active words
for (var i = activeWords.length - 1; i >= 0; i--) {
var word = activeWords[i];
// Check if word has reached bottom
if (word.y > 2200) {
// Play hit bottom sound
LK.getSound('wordHitBottom').play();
// Flash screen and remove word
LK.effects.flashScreen(0xff0000, 300);
game.removeChild(word);
activeWords.splice(i, 1);
// End game if word hits bottom
endGame();
return;
}
}
};
// Start background music
LK.playMusic('bgMusic'); ===================================================================
--- original.js
+++ change.js
@@ -248,9 +248,9 @@
keyButton.interactive = true;
keyButton.down = function (x, y, obj) {
checkInput(obj.keyValue);
// Visual feedback
- if (obj.children && obj.children[0]) {
+ if (obj.children && obj.children.length > 0 && obj.children[0]) {
tween(obj.children[0], {
tint: 0x3498db
}, {
duration: 100
@@ -258,9 +258,9 @@
}
};
keyButton.up = function (x, y, obj) {
// Reset visual state
- if (obj.children && obj.children[0]) {
+ if (obj.children && obj.children.length > 0 && obj.children[0]) {
tween(obj.children[0], {
tint: 0x555555
}, {
duration: 100
@@ -291,20 +291,24 @@
spaceBar.y = rows * (buttonSize + spacing) + buttonSize / 2;
spaceBar.interactive = true;
spaceBar.down = function (x, y, obj) {
checkInput(" ");
- tween(obj.children[0], {
- tint: 0x3498db
- }, {
- duration: 100
- });
+ if (obj.children && obj.children.length > 0 && obj.children[0]) {
+ tween(obj.children[0], {
+ tint: 0x3498db
+ }, {
+ duration: 100
+ });
+ }
};
spaceBar.up = function (x, y, obj) {
- tween(obj.children[0], {
- tint: 0x555555
- }, {
- duration: 100
- });
+ if (obj.children && obj.children.length > 0 && obj.children[0]) {
+ tween(obj.children[0], {
+ tint: 0x555555
+ }, {
+ duration: 100
+ });
+ }
};
keyboard.addChild(spaceBar);
keyboardButtons.push(spaceBar);
// Add delete button
@@ -327,20 +331,24 @@
deleteButton.y = rows * (buttonSize + spacing) + buttonSize / 2;
deleteButton.interactive = true;
deleteButton.down = function (x, y, obj) {
clearInput();
- tween(obj.children[0], {
- tint: 0xff0000
- }, {
- duration: 100
- });
+ if (obj.children && obj.children.length > 0 && obj.children[0]) {
+ tween(obj.children[0], {
+ tint: 0xff0000
+ }, {
+ duration: 100
+ });
+ }
};
deleteButton.up = function (x, y, obj) {
- tween(obj.children[0], {
- tint: 0xff5555
- }, {
- duration: 100
- });
+ if (obj.children && obj.children.length > 0 && obj.children[0]) {
+ tween(obj.children[0], {
+ tint: 0xff5555
+ }, {
+ duration: 100
+ });
+ }
};
keyboard.addChild(deleteButton);
keyboardButtons.push(deleteButton);
}