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add two levels
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Adjust word falling speed to ensure each word takes 80 seconds to reach the bottom
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Adjust word falling speed to ensure each word takes 55 seconds to reach the bottom
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every word take 25 sec to fall on the bottom
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Ensure a new word spawns every 50 seconds after the previous word
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if one letter is coming after 20 sec another word has to come
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add delete option in the game
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add when player correctly type the each word it will give the 2 points
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add when player correctly type the each word it will give the one points
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add when player correctly type the each word it will give the 5 points
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fix the bug when the player clicking the letters in the keyboard its not responding
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fix the bug when i click the keyboard ut shows undefined
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the time period between each word to word is 20 sec
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the time period between word to word is 20 sec
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give me edit
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no need to show undefied
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Set the interval time period between word spawns to 15 seconds
Code edit (4 edits merged)
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add the intervel time perios between word by word 7sec
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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 = 80; var spacing = 40; 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
@@ -73,9 +73,9 @@
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 spawnInterval = 15000; // Initial spawn interval in ms
var lastSpawnTime = 0;
var score = 0;
var difficulty = storage.difficulty || 1;
var baseSpeed = 1;
@@ -216,10 +216,10 @@
// 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 = 100;
- var spacing = 20;
+ var buttonSize = 80;
+ var spacing = 40;
var rows = keyboardLayout.length;
for (var row = 0; row < rows; row++) {
var keys = keyboardLayout[row];
var rowWidth = keys.length * (buttonSize + spacing);