User prompt
Place a clickable button right above the first gas station
User prompt
Place the Upgrade button below the area where the money is displayed.
User prompt
Increase the spacing between the gas stations that are side by side so they’re not too close to each other.
User prompt
Increase the vertical space between the top and bottom gas stations. They should be stacked, not side by side, with some space between them.
User prompt
The fuel filling spots should be placed closer together, with minimal spacing between them.
User prompt
Leave some space between the gas stations; they shouldn’t be placed right next to each other.
User prompt
upgrad icon fix to same before
User prompt
Just gather what I told you, correct any mistakes, and fix everything right now.
User prompt
I cant se can you change anothe color button for me i can see
User prompt
why i cant click to upgrad button
User prompt
I want to open the upgrade window by clicking the upgrade button with the mouse.
User prompt
Do upgrad button red
User prompt
Place the upgrade button below the money display. When I click the button, a window should open. We will add the upgrade options inside this window later.
User prompt
At the beginning of the game, the level 1 gas station should earn a maximum of 5 money per car.
User prompt
At the beginning of the game, the level 1 gas station should earn at least 5 money from each car.
User prompt
Move to uppgrade button to under money
User prompt
I want the upgrad button under the money
User prompt
There should be a blue button below the gas station, and it should say "Upgrade" on it.
User prompt
When cars arrive at the gas station, they need to stop, and I have to click with the mouse to fill them up with fuel.
User prompt
When cars arrive, I click with the mouse to fill them up with fuel. The cars line up one after another. Later, through the upgrade system, players can place an automatic fuel dispenser. Once it's purchased, the fuel will be automatically filled into the cars.
Code edit (1 edits merged)
Please save this source code
User prompt
Gas Station Tycoon: Stack & Serve
Initial prompt
My game will be a 2D tycoon game. There will be a gas station where cars come to refuel. I will earn money this way. At the bottom of the game screen, there will be a button. When my money reaches a certain amount, I will be able to upgrade the gas station by pressing the button. At first, the gas station will have two floors, and it will keep growing like this until it reaches four floors.
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Car class
var Car = Container.expand(function () {
var self = Container.call(this);
var carGfx = self.attachAsset('car', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = carGfx.width;
self.height = carGfx.height;
self.speed = 6 + Math.random() * 2; // px per tick
self.state = 'arriving'; // arriving, refueling, leaving
self.refuelTicks = 0;
self.refuelTime = 60 + Math.floor(Math.random() * 60); // 1-2 seconds
self.pumpX = 0;
self.pumpY = 0;
self.update = function () {
if (self.state === 'arriving') {
// Move car towards pump
var dx = self.pumpX - self.x;
var dy = self.pumpY - self.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < 10) {
self.x = self.pumpX;
self.y = self.pumpY;
self.state = 'refueling';
self.refuelTicks = 0;
} else {
self.x += dx / dist * self.speed;
self.y += dy / dist * self.speed;
}
} else if (self.state === 'refueling') {
self.refuelTicks++;
if (self.refuelTicks >= self.refuelTime) {
self.state = 'leaving';
self.leaveTargetX = 2200; // off screen right
self.leaveTargetY = self.y;
}
} else if (self.state === 'leaving') {
self.x += self.speed * 1.2;
if (self.x > 2200) {
self.destroyed = true;
}
}
};
return self;
});
// Pump class
var Pump = Container.expand(function () {
var self = Container.call(this);
var pumpGfx = self.attachAsset('pump', {
anchorX: 0.5,
anchorY: 1
});
self.width = pumpGfx.width;
self.height = pumpGfx.height;
self.car = null; // Car currently at this pump
self.isBusy = function () {
return !!self.car;
};
return self;
});
// Gas Station Floor class
var StationFloor = Container.expand(function () {
var self = Container.call(this);
self.floorNum = 1; // 1 = base, 2,3,4 = upgrades
self.pumps = [];
// Floor graphics
var floorAsset = self.attachAsset(self.floorNum === 1 ? 'stationBase' : 'stationFloor', {
anchorX: 0.5,
anchorY: 1
});
self.width = floorAsset.width;
self.height = floorAsset.height;
// Place pumps
self.initPumps = function () {
// 2 pumps per floor
for (var i = 0; i < 2; i++) {
var pump = new Pump();
pump.x = -200 + i * 400;
pump.y = -10;
self.addChild(pump);
self.pumps.push(pump);
}
};
self.initPumps();
return self;
});
// Upgrade Button class
var UpgradeButton = Container.expand(function () {
var self = Container.call(this);
var btnGfx = self.attachAsset('upgradeBtn', {
anchorX: 0.5,
anchorY: 0.5
});
var icon = self.attachAsset('upgradeIcon', {
anchorX: 0.5,
anchorY: 0.5,
x: -160,
y: 0
});
self.label = new Text2('Upgrade\n$100', {
size: 60,
fill: 0x333333,
align: "center"
});
self.label.anchor.set(0.5, 0.5);
self.label.x = 60;
self.label.y = 0;
self.addChild(self.label);
self.setEnabled = function (enabled) {
btnGfx.alpha = enabled ? 1 : 0.5;
self.interactive = enabled;
self.buttonMode = enabled;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x1a2a3a
});
/****
* Game Code
****/
// Upgrade icon
// Upgrade button
// Car
// Pump
// Gas station floor (for floors 2-4)
// Gas station base (floor 1)
// Game state variables
var money = 0;
var floors = [];
var cars = [];
var maxFloors = 4;
var floorCount = 2; // Start with 2 floors
var carSpawnTimer = 0;
var carSpawnInterval = 90; // ticks between car spawns
var upgradeCost = 100;
var upgradeBtn;
var moneyTxt;
var floorYStart = 2200; // y position of base floor
var floorSpacing = 260; // vertical space between floors
// Money display
moneyTxt = new Text2('$0', {
size: 100,
fill: 0xFFFFFF
});
moneyTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(moneyTxt);
// Place floors
function placeFloors() {
// Remove all floors
for (var i = 0; i < floors.length; i++) {
floors[i].destroy();
}
floors = [];
for (var f = 0; f < floorCount; f++) {
var floor = new StationFloor();
floor.floorNum = f + 1;
// Set correct asset for base or upper floors
var assetId = f === 0 ? 'stationBase' : 'stationFloor';
floor.children[0].setAsset(assetId);
floor.x = 2048 / 2;
floor.y = floorYStart - f * floorSpacing;
game.addChild(floor);
floors.push(floor);
}
}
placeFloors();
// Upgrade button
upgradeBtn = new UpgradeButton();
upgradeBtn.x = 2048 / 2;
upgradeBtn.y = 2732 - 180;
upgradeBtn.setEnabled(true);
LK.gui.bottom.addChild(upgradeBtn);
// Update upgrade button label
function updateUpgradeBtn() {
if (floorCount < maxFloors) {
upgradeBtn.label.setText('Upgrade\n$' + upgradeCost);
upgradeBtn.setEnabled(money >= upgradeCost);
} else {
upgradeBtn.label.setText('Maxed');
upgradeBtn.setEnabled(false);
}
}
updateUpgradeBtn();
// Handle upgrade button press
upgradeBtn.down = function (x, y, obj) {
if (money >= upgradeCost && floorCount < maxFloors) {
money -= upgradeCost;
floorCount++;
upgradeCost = Math.floor(upgradeCost * 2.2);
placeFloors();
updateUpgradeBtn();
updateMoneyTxt();
// Animate button
tween(upgradeBtn, {
scaleX: 1.15,
scaleY: 1.15
}, {
duration: 120,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(upgradeBtn, {
scaleX: 1,
scaleY: 1
}, {
duration: 120,
easing: tween.easeIn
});
}
});
}
};
// Update money text
function updateMoneyTxt() {
moneyTxt.setText('$' + money);
}
// Find a free pump, returns {floor, pump} or null
function findFreePump() {
for (var f = 0; f < floors.length; f++) {
var floor = floors[f];
for (var p = 0; p < floor.pumps.length; p++) {
if (!floor.pumps[p].isBusy()) {
return {
floor: floor,
pump: floor.pumps[p],
floorIndex: f,
pumpIndex: p
};
}
}
}
return null;
}
// Spawn a car at a free pump
function spawnCar() {
var spot = findFreePump();
if (!spot) return;
var car = new Car();
// Start off screen left
car.x = -200;
car.y = spot.floor.y - 60;
car.pumpX = spot.floor.x - 200 + spot.pumpIndex * 400;
car.pumpY = spot.floor.y - 60;
spot.pump.car = car;
game.addChild(car);
cars.push({
car: car,
pump: spot.pump
});
}
// Game update loop
game.update = function () {
// Spawn cars
carSpawnTimer++;
if (carSpawnTimer >= carSpawnInterval) {
carSpawnTimer = 0;
spawnCar();
}
// Update cars
for (var i = cars.length - 1; i >= 0; i--) {
var carObj = cars[i];
var car = carObj.car;
car.update();
// If car finished refueling, give money and set pump free
if (car.state === 'leaving' && !carObj.paid) {
money += 10 + 5 * (carObj.pump.parent.floorNum - 1);
updateMoneyTxt();
carObj.paid = true;
carObj.pump.car = null;
updateUpgradeBtn();
}
// Remove car if destroyed
if (car.destroyed) {
car.destroy();
cars.splice(i, 1);
}
}
};
// Initial money
money = 50;
updateMoneyTxt();
updateUpgradeBtn(); ===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,296 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+
+/****
+* Classes
+****/
+// Car class
+var Car = Container.expand(function () {
+ var self = Container.call(this);
+ var carGfx = self.attachAsset('car', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.width = carGfx.width;
+ self.height = carGfx.height;
+ self.speed = 6 + Math.random() * 2; // px per tick
+ self.state = 'arriving'; // arriving, refueling, leaving
+ self.refuelTicks = 0;
+ self.refuelTime = 60 + Math.floor(Math.random() * 60); // 1-2 seconds
+ self.pumpX = 0;
+ self.pumpY = 0;
+ self.update = function () {
+ if (self.state === 'arriving') {
+ // Move car towards pump
+ var dx = self.pumpX - self.x;
+ var dy = self.pumpY - self.y;
+ var dist = Math.sqrt(dx * dx + dy * dy);
+ if (dist < 10) {
+ self.x = self.pumpX;
+ self.y = self.pumpY;
+ self.state = 'refueling';
+ self.refuelTicks = 0;
+ } else {
+ self.x += dx / dist * self.speed;
+ self.y += dy / dist * self.speed;
+ }
+ } else if (self.state === 'refueling') {
+ self.refuelTicks++;
+ if (self.refuelTicks >= self.refuelTime) {
+ self.state = 'leaving';
+ self.leaveTargetX = 2200; // off screen right
+ self.leaveTargetY = self.y;
+ }
+ } else if (self.state === 'leaving') {
+ self.x += self.speed * 1.2;
+ if (self.x > 2200) {
+ self.destroyed = true;
+ }
+ }
+ };
+ return self;
+});
+// Pump class
+var Pump = Container.expand(function () {
+ var self = Container.call(this);
+ var pumpGfx = self.attachAsset('pump', {
+ anchorX: 0.5,
+ anchorY: 1
+ });
+ self.width = pumpGfx.width;
+ self.height = pumpGfx.height;
+ self.car = null; // Car currently at this pump
+ self.isBusy = function () {
+ return !!self.car;
+ };
+ return self;
+});
+// Gas Station Floor class
+var StationFloor = Container.expand(function () {
+ var self = Container.call(this);
+ self.floorNum = 1; // 1 = base, 2,3,4 = upgrades
+ self.pumps = [];
+ // Floor graphics
+ var floorAsset = self.attachAsset(self.floorNum === 1 ? 'stationBase' : 'stationFloor', {
+ anchorX: 0.5,
+ anchorY: 1
+ });
+ self.width = floorAsset.width;
+ self.height = floorAsset.height;
+ // Place pumps
+ self.initPumps = function () {
+ // 2 pumps per floor
+ for (var i = 0; i < 2; i++) {
+ var pump = new Pump();
+ pump.x = -200 + i * 400;
+ pump.y = -10;
+ self.addChild(pump);
+ self.pumps.push(pump);
+ }
+ };
+ self.initPumps();
+ return self;
+});
+// Upgrade Button class
+var UpgradeButton = Container.expand(function () {
+ var self = Container.call(this);
+ var btnGfx = self.attachAsset('upgradeBtn', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ var icon = self.attachAsset('upgradeIcon', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: -160,
+ y: 0
+ });
+ self.label = new Text2('Upgrade\n$100', {
+ size: 60,
+ fill: 0x333333,
+ align: "center"
+ });
+ self.label.anchor.set(0.5, 0.5);
+ self.label.x = 60;
+ self.label.y = 0;
+ self.addChild(self.label);
+ self.setEnabled = function (enabled) {
+ btnGfx.alpha = enabled ? 1 : 0.5;
+ self.interactive = enabled;
+ self.buttonMode = enabled;
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x1a2a3a
+});
+
+/****
+* Game Code
+****/
+// Upgrade icon
+// Upgrade button
+// Car
+// Pump
+// Gas station floor (for floors 2-4)
+// Gas station base (floor 1)
+// Game state variables
+var money = 0;
+var floors = [];
+var cars = [];
+var maxFloors = 4;
+var floorCount = 2; // Start with 2 floors
+var carSpawnTimer = 0;
+var carSpawnInterval = 90; // ticks between car spawns
+var upgradeCost = 100;
+var upgradeBtn;
+var moneyTxt;
+var floorYStart = 2200; // y position of base floor
+var floorSpacing = 260; // vertical space between floors
+// Money display
+moneyTxt = new Text2('$0', {
+ size: 100,
+ fill: 0xFFFFFF
+});
+moneyTxt.anchor.set(0.5, 0);
+LK.gui.top.addChild(moneyTxt);
+// Place floors
+function placeFloors() {
+ // Remove all floors
+ for (var i = 0; i < floors.length; i++) {
+ floors[i].destroy();
+ }
+ floors = [];
+ for (var f = 0; f < floorCount; f++) {
+ var floor = new StationFloor();
+ floor.floorNum = f + 1;
+ // Set correct asset for base or upper floors
+ var assetId = f === 0 ? 'stationBase' : 'stationFloor';
+ floor.children[0].setAsset(assetId);
+ floor.x = 2048 / 2;
+ floor.y = floorYStart - f * floorSpacing;
+ game.addChild(floor);
+ floors.push(floor);
+ }
+}
+placeFloors();
+// Upgrade button
+upgradeBtn = new UpgradeButton();
+upgradeBtn.x = 2048 / 2;
+upgradeBtn.y = 2732 - 180;
+upgradeBtn.setEnabled(true);
+LK.gui.bottom.addChild(upgradeBtn);
+// Update upgrade button label
+function updateUpgradeBtn() {
+ if (floorCount < maxFloors) {
+ upgradeBtn.label.setText('Upgrade\n$' + upgradeCost);
+ upgradeBtn.setEnabled(money >= upgradeCost);
+ } else {
+ upgradeBtn.label.setText('Maxed');
+ upgradeBtn.setEnabled(false);
+ }
+}
+updateUpgradeBtn();
+// Handle upgrade button press
+upgradeBtn.down = function (x, y, obj) {
+ if (money >= upgradeCost && floorCount < maxFloors) {
+ money -= upgradeCost;
+ floorCount++;
+ upgradeCost = Math.floor(upgradeCost * 2.2);
+ placeFloors();
+ updateUpgradeBtn();
+ updateMoneyTxt();
+ // Animate button
+ tween(upgradeBtn, {
+ scaleX: 1.15,
+ scaleY: 1.15
+ }, {
+ duration: 120,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ tween(upgradeBtn, {
+ scaleX: 1,
+ scaleY: 1
+ }, {
+ duration: 120,
+ easing: tween.easeIn
+ });
+ }
+ });
+ }
+};
+// Update money text
+function updateMoneyTxt() {
+ moneyTxt.setText('$' + money);
+}
+// Find a free pump, returns {floor, pump} or null
+function findFreePump() {
+ for (var f = 0; f < floors.length; f++) {
+ var floor = floors[f];
+ for (var p = 0; p < floor.pumps.length; p++) {
+ if (!floor.pumps[p].isBusy()) {
+ return {
+ floor: floor,
+ pump: floor.pumps[p],
+ floorIndex: f,
+ pumpIndex: p
+ };
+ }
+ }
+ }
+ return null;
+}
+// Spawn a car at a free pump
+function spawnCar() {
+ var spot = findFreePump();
+ if (!spot) return;
+ var car = new Car();
+ // Start off screen left
+ car.x = -200;
+ car.y = spot.floor.y - 60;
+ car.pumpX = spot.floor.x - 200 + spot.pumpIndex * 400;
+ car.pumpY = spot.floor.y - 60;
+ spot.pump.car = car;
+ game.addChild(car);
+ cars.push({
+ car: car,
+ pump: spot.pump
+ });
+}
+// Game update loop
+game.update = function () {
+ // Spawn cars
+ carSpawnTimer++;
+ if (carSpawnTimer >= carSpawnInterval) {
+ carSpawnTimer = 0;
+ spawnCar();
+ }
+ // Update cars
+ for (var i = cars.length - 1; i >= 0; i--) {
+ var carObj = cars[i];
+ var car = carObj.car;
+ car.update();
+ // If car finished refueling, give money and set pump free
+ if (car.state === 'leaving' && !carObj.paid) {
+ money += 10 + 5 * (carObj.pump.parent.floorNum - 1);
+ updateMoneyTxt();
+ carObj.paid = true;
+ carObj.pump.car = null;
+ updateUpgradeBtn();
+ }
+ // Remove car if destroyed
+ if (car.destroyed) {
+ car.destroy();
+ cars.splice(i, 1);
+ }
+ }
+};
+// Initial money
+money = 50;
+updateMoneyTxt();
+updateUpgradeBtn();
\ No newline at end of file