Code edit (2 edits merged)
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Code edit (3 edits merged)
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User prompt
add back and next buttons in the left and right bottom corners in the black color'
Code edit (4 edits merged)
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User prompt
display score in black color
User prompt
display time in the bottom of the page and top right corner dispaly score
Code edit (1 edits merged)
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User prompt
put just 5 levels for over all game
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add white color background
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add background asset in the game
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put animal pictures (images )instead of letters
User prompt
Please fix the bug: 'Timeout.tick error: timerText.setFill is not a function' in or related to this line: 'timerText.setFill("#ffffff");' Line Number: 319
User prompt
Please fix the bug: 'Timeout.tick error: timerText.setColor is not a function' in or related to this line: 'timerText.setColor("#ffffff");' Line Number: 314
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User prompt
Flip & Match: Sound Safari
Initial prompt
2. Memory Match Game Concept: Flip cards to find matching pairs. Goal: Match all pairs within a time limit. Fun Twist: Each card plays a funny sound or animation when flipped.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { highScore: 0, currentLevel: 1 }); /**** * Classes ****/ var Card = Container.expand(function (symbol, soundId) { var self = Container.call(this); self.symbol = symbol; self.soundId = soundId; self.isFlipped = false; self.isMatched = false; // Create card back (visible initially) var back = self.attachAsset('cardBack', { anchorX: 0.5, anchorY: 0.5 }); // Create card front (hidden initially) var front = self.attachAsset('cardFront', { anchorX: 0.5, anchorY: 0.5, alpha: 0 }); // Add symbol text to front self.symbolText = new Text2(symbol, { size: 120, fill: 0x3498DB }); self.symbolText.anchor.set(0.5, 0.5); front.addChild(self.symbolText); // Make card interactive self.interactive = true; // Flip animation self.flip = function () { if (self.isMatched || self.isFlipped || !gameActive || flippedCards.length >= 2) { return; } self.isFlipped = true; LK.getSound('flip').play(); // Play the card's sound if (self.soundId) { LK.getSound(self.soundId).play(); } // Animate card flip tween(back, { scaleX: 0 }, { duration: 150, onFinish: function onFinish() { tween(front, { alpha: 1 }, { duration: 0 }); tween(front, { scaleX: 1 }, { duration: 150 }); } }); // Add to flipped cards array flippedCards.push(self); // Check for match if two cards are flipped if (flippedCards.length === 2) { checkForMatch(); } }; // Reset card to face down self.reset = function () { self.isFlipped = false; tween(front, { scaleX: 0 }, { duration: 150, onFinish: function onFinish() { tween(front, { alpha: 0 }, { duration: 0 }); tween(back, { scaleX: 1 }, { duration: 150 }); } }); }; // Show match animation self.showMatch = function () { self.isMatched = true; // Pulse animation for matched cards tween(self, { scaleX: 1.1, scaleY: 1.1 }, { duration: 200, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 200 }); } }); }; // Handle card press self.down = function (x, y, obj) { self.flip(); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x34495e }); /**** * Game Code ****/ // Game variables var level = storage.currentLevel || 1; var rows = 3; var cols = 4; var cardSpacing = 30; var cardWidth = 300; var cardHeight = 400; var flippedCards = []; var matchedPairs = 0; var requiredPairs = 0; var gameActive = false; var timeLeft = 60; var timeWarningGiven = false; var gameTimer = null; var cards = []; var symbols = []; var soundMap = { 'A': 'dog', 'B': 'cat', 'C': 'elephant', 'D': 'monkey', 'E': 'lion', 'F': 'bird', 'G': 'frog', 'H': 'dolphin' }; // Difficulty settings based on level function setDifficulty() { if (level === 1) { rows = 3; cols = 4; timeLeft = 60; } else if (level === 2) { rows = 4; cols = 4; timeLeft = 75; } else { rows = 4; cols = 5; timeLeft = 90; } requiredPairs = rows * cols / 2; } // Create symbols array function createSymbols() { var availableSymbols = ['A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J']; symbols = []; // Create pairs of symbols for (var i = 0; i < requiredPairs; i++) { var symbol = availableSymbols[i]; symbols.push(symbol); symbols.push(symbol); } // Shuffle shuffleArray(symbols); } // Fisher-Yates shuffle algorithm function shuffleArray(array) { for (var i = array.length - 1; i > 0; i--) { var j = Math.floor(Math.random() * (i + 1)); var temp = array[i]; array[i] = array[j]; array[j] = temp; } } // Create game board function createBoard() { var boardWidth = cols * cardWidth + (cols - 1) * cardSpacing; var boardHeight = rows * cardHeight + (rows - 1) * cardSpacing; var startX = (2048 - boardWidth) / 2 + cardWidth / 2; var startY = (2732 - boardHeight) / 2 + cardHeight / 2; var index = 0; for (var r = 0; r < rows; r++) { for (var c = 0; c < cols; c++) { var x = startX + c * (cardWidth + cardSpacing); var y = startY + r * (cardHeight + cardSpacing); var symbol = symbols[index]; var soundId = soundMap[symbol] || null; var card = new Card(symbol, soundId); card.x = x; card.y = y; game.addChild(card); cards.push(card); index++; } } } // Check for match when two cards are flipped function checkForMatch() { var card1 = flippedCards[0]; var card2 = flippedCards[1]; LK.setTimeout(function () { if (card1.symbol === card2.symbol) { // Match found LK.getSound('match').play(); card1.showMatch(); card2.showMatch(); matchedPairs++; // Update score LK.setScore(LK.getScore() + 100); scoreText.setText(LK.getScore()); // Check if all pairs are matched if (matchedPairs === requiredPairs) { gameWon(); } } else { // No match, flip cards back LK.getSound('nomatch').play(); card1.reset(); card2.reset(); } flippedCards = []; }, 1000); } // Timer update function updateTimer() { timeLeft--; timerText.setText("Time: " + timeLeft); // Time running out warning if (timeLeft <= 10 && !timeWarningGiven) { timeWarningGiven = true; timerText.setFill("#e74c3c"); LK.getSound('timewarning').play(); } // Game over if time runs out if (timeLeft <= 0) { gameOver(); } } // Game won function gameWon() { LK.clearInterval(gameTimer); gameActive = false; // Add time bonus var timeBonus = timeLeft * 10; LK.setScore(LK.getScore() + timeBonus); scoreText.setText(LK.getScore()); // Update high score if (LK.getScore() > storage.highScore) { storage.highScore = LK.getScore(); } // Update level level++; storage.currentLevel = level; // Play win sound LK.getSound('win').play(); // Show success message LK.showYouWin(); } // Game over function gameOver() { LK.clearInterval(gameTimer); gameActive = false; // Show game over screen LK.showGameOver(); } // Start a new game function startGame() { // Reset game state matchedPairs = 0; flippedCards = []; timeWarningGiven = false; LK.setScore(0); scoreText.setText("0"); // Clear previous game for (var i = 0; i < cards.length; i++) { cards[i].destroy(); } cards = []; // Set up new game setDifficulty(); createSymbols(); createBoard(); // Reset timer timerText.setText("Time: " + timeLeft); timerText.setFill("#ffffff"); // Start timer if (gameTimer) { LK.clearInterval(gameTimer); } gameTimer = LK.setInterval(updateTimer, 1000); // Start game gameActive = true; // Play background music LK.playMusic('bgmusic', { fade: { start: 0, end: 0.3, duration: 1000 } }); } // Create UI elements var titleText = new Text2("Flip & Match: Sound Safari", { size: 80, fill: 0xF1C40F }); titleText.anchor.set(0.5, 0); LK.gui.top.addChild(titleText); titleText.y = 50; var scoreText = new Text2("0", { size: 60, fill: 0xFFFFFF }); scoreText.anchor.set(0, 0); LK.gui.topLeft.addChild(scoreText); scoreText.x = 120; // Leave space for menu icon scoreText.y = 50; var timerText = new Text2("Time: 60", { size: 60, fill: 0xFFFFFF }); timerText.anchor.set(1, 0); LK.gui.topRight.addChild(timerText); timerText.y = 50; var levelText = new Text2("Level: " + level, { size: 60, fill: 0xFFFFFF }); levelText.anchor.set(0.5, 1); LK.gui.bottom.addChild(levelText); levelText.y = -50; // Start the game LK.setTimeout(function () { startGame(); }, 500); // Main game update loop game.update = function () { // Update level text (in case level changes) levelText.setText("Level: " + level); };
===================================================================
--- original.js
+++ change.js
@@ -249,9 +249,9 @@
timerText.setText("Time: " + timeLeft);
// Time running out warning
if (timeLeft <= 10 && !timeWarningGiven) {
timeWarningGiven = true;
- timerText.setColor("#e74c3c");
+ timerText.setFill("#e74c3c");
LK.getSound('timewarning').play();
}
// Game over if time runs out
if (timeLeft <= 0) {
@@ -303,9 +303,9 @@
createSymbols();
createBoard();
// Reset timer
timerText.setText("Time: " + timeLeft);
- timerText.setColor("#ffffff");
+ timerText.setFill("#ffffff");
// Start timer
if (gameTimer) {
LK.clearInterval(gameTimer);
}
sheep. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
generate a cute cat image. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
generate a elephant. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
generate a monkey. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
lion. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
a colorful parrot. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
generate a butterfly. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
dolphin. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows