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;
// Stop at pump, but do not start refueling until clicked
self.state = 'waitingForRefuel';
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, increased spacing for more separation
var pumpSpacing = 400; // increased spacing for more distance between pumps
var pumpOffset = pumpSpacing * (2 - 1) / 2; // center pumps
for (var i = 0; i < 2; i++) {
var pump = new Pump();
pump.x = -pumpOffset + i * pumpSpacing;
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
****/
// Game state variables
// Gas station base (floor 1)
// Gas station floor (for floors 2-4)
// Pump
// Car
// Upgrade button
// Upgrade icon
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 = 400; // increased vertical space between floors for stacking
// 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;
// Stack floors vertically with space between them
floor.y = floorYStart - f * floorSpacing;
game.addChild(floor);
floors.push(floor);
}
}
placeFloors();
// Upgrade button
upgradeBtn = new UpgradeButton();
// Restore upgrade button color to original (dark)
if (upgradeBtn.children && upgradeBtn.children.length > 0) {
// The first child is the button graphic
upgradeBtn.children[0].setAsset('upgradeBtn', {
color: 0x050410
}); // original dark color
}
// Restore upgrade icon position to previous (centered)
if (upgradeBtn.children && upgradeBtn.children.length > 1) {
// The second child is the icon
upgradeBtn.children[1].x = 0;
upgradeBtn.children[1].y = 0;
}
upgradeBtn.label.setText('Upgrade');
upgradeBtn.x = 2048 / 2;
upgradeBtn.y = moneyTxt.y + moneyTxt.height + 60; // 60px below the money display
upgradeBtn.setEnabled(true);
upgradeBtn.interactive = true;
upgradeBtn.buttonMode = true;
upgradeBtn.down = function (x, y, obj) {
// Open upgrade window (modal) on mouse/touch click
if (!game.upgradeWindow) {
var winW = 900;
var winH = 700;
var win = new Container();
// Background
var bg = LK.getAsset('stationBase', {
width: winW,
height: winH,
color: 0x222244,
anchorX: 0.5,
anchorY: 0.5
});
win.addChild(bg);
// Title
var title = new Text2("Upgrade Station", {
size: 90,
fill: 0xFFFFFF,
align: "center"
});
title.anchor.set(0.5, 0);
title.x = 0;
title.y = -winH / 2 + 60;
win.addChild(title);
// Close button
var closeBtn = new Text2("X", {
size: 80,
fill: 0xFF4444,
align: "center"
});
closeBtn.anchor.set(0.5, 0.5);
closeBtn.x = winW / 2 - 60 - 20;
closeBtn.y = -winH / 2 + 60;
win.addChild(closeBtn);
closeBtn.interactive = true;
closeBtn.buttonMode = true;
closeBtn.down = function (x, y, obj) {
if (game.upgradeWindow) {
game.upgradeWindow.destroy();
game.upgradeWindow = null;
}
};
// Placeholder for upgrade options
var info = new Text2("Upgrade options coming soon!", {
size: 60,
fill: 0xcccccc,
align: "center"
});
info.anchor.set(0.5, 0.5);
info.x = 0;
info.y = 60;
win.addChild(info);
win.x = 2048 / 2;
win.y = 2732 / 2;
LK.gui.center.addChild(win);
game.upgradeWindow = win;
}
};
// Place upgrade button below money display in gui.top
LK.gui.top.addChild(upgradeBtn);
upgradeBtn.x = 2048 / 2;
upgradeBtn.y = moneyTxt.y + moneyTxt.height + 60; // 60px below the money display
// Automatic Fuel Dispenser Button
var autoDispenserBtnCost = 250;
var autoDispenserEnabled = false;
var autoDispenserBtn = new UpgradeButton();
autoDispenserBtn.x = 2048 / 2;
autoDispenserBtn.y = 2732 - 320;
autoDispenserBtn.label.setText('Auto Dispenser\n$' + autoDispenserBtnCost);
autoDispenserBtn.setEnabled(money >= autoDispenserBtnCost && !autoDispenserEnabled);
LK.gui.bottom.addChild(autoDispenserBtn);
// Update auto dispenser button state
function updateAutoDispenserBtn() {
if (!autoDispenserEnabled) {
autoDispenserBtn.label.setText('Auto Dispenser\n$' + autoDispenserBtnCost);
autoDispenserBtn.setEnabled(money >= autoDispenserBtnCost);
} else {
autoDispenserBtn.label.setText('Auto Dispenser\nBought');
autoDispenserBtn.setEnabled(false);
}
}
updateAutoDispenserBtn();
// Handle auto dispenser button press
autoDispenserBtn.down = function (x, y, obj) {
if (!autoDispenserEnabled && money >= autoDispenserBtnCost) {
money -= autoDispenserBtnCost;
autoDispenserEnabled = true;
updateMoneyTxt();
updateAutoDispenserBtn();
// Animate button
tween(autoDispenserBtn, {
scaleX: 1.15,
scaleY: 1.15
}, {
duration: 120,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(autoDispenserBtn, {
scaleX: 1,
scaleY: 1
}, {
duration: 120,
easing: tween.easeIn
});
}
});
}
};
// Update upgrade button label
function updateUpgradeBtn() {
if (floorCount < maxFloors) {
upgradeBtn.label.setText('Upgrade\n$' + upgradeCost);
upgradeBtn.setEnabled(money >= upgradeCost);
} else {
upgradeBtn.label.setText('Maxed');
upgradeBtn.setEnabled(false);
}
}
updateUpgradeBtn();
// Handle upgrade button press
upgradeBtn.down = function (x, y, obj) {
// Open upgrade window (modal) on mouse/touch click
if (!game.upgradeWindow) {
var winW = 900;
var winH = 700;
var win = new Container();
// Background
var bg = LK.getAsset('stationBase', {
width: winW,
height: winH,
color: 0x222244,
anchorX: 0.5,
anchorY: 0.5
});
win.addChild(bg);
// Title
var title = new Text2("Upgrade Station", {
size: 90,
fill: 0xFFFFFF,
align: "center"
});
title.anchor.set(0.5, 0);
title.x = 0;
title.y = -winH / 2 + 60;
win.addChild(title);
// Close button
var closeBtn = new Text2("X", {
size: 80,
fill: 0xFF4444,
align: "center"
});
closeBtn.anchor.set(0.5, 0.5);
closeBtn.x = winW / 2 - 60 - 20;
closeBtn.y = -winH / 2 + 60;
win.addChild(closeBtn);
closeBtn.interactive = true;
closeBtn.buttonMode = true;
closeBtn.down = function (x, y, obj) {
if (game.upgradeWindow) {
game.upgradeWindow.destroy();
game.upgradeWindow = null;
}
};
// Placeholder for upgrade options
var info = new Text2("Upgrade options coming soon!", {
size: 60,
fill: 0xcccccc,
align: "center"
});
info.anchor.set(0.5, 0.5);
info.x = 0;
info.y = 60;
win.addChild(info);
win.x = 2048 / 2;
win.y = 2732 / 2;
LK.gui.center.addChild(win);
game.upgradeWindow = win;
}
};
// Update money text
function updateMoneyTxt() {
moneyTxt.setText('$' + money);
updateUpgradeBtn();
if (typeof updateAutoDispenserBtn === "function") updateAutoDispenserBtn();
}
// 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;
// Match pumpSpacing and pumpOffset from StationFloor (increased spacing)
var pumpSpacing = 400;
var pumpOffset = pumpSpacing * (2 - 1) / 2;
car.pumpX = spot.floor.x - pumpOffset + spot.pumpIndex * pumpSpacing;
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;
// Manual refuel: if car is waiting at pump, allow click to start refuel
if (car.state === 'waitingForRefuel' && !carObj.manualRefuelListenerAdded && !carObj.autoRefuel) {
car.interactive = true;
car.buttonMode = true;
car.down = function (carObj) {
return function (x, y, obj) {
// Only allow if still waiting for refuel
if (carObj.car.state === 'waitingForRefuel') {
carObj.car.state = 'refueling';
carObj.car.refuelTicks = 0;
carObj.car.interactive = false;
carObj.car.buttonMode = false;
}
};
}(carObj);
carObj.manualRefuelListenerAdded = true;
}
// If auto dispenser is purchased, auto-refuel cars
if (typeof autoDispenserEnabled !== "undefined" && autoDispenserEnabled && (car.state === 'waitingForRefuel' || car.state === 'refueling') && !carObj.autoRefuel) {
if (car.state === 'waitingForRefuel') {
car.state = 'refueling';
car.refuelTicks = 0;
car.interactive = false;
car.buttonMode = false;
}
car.refuelTicks = car.refuelTime;
carObj.autoRefuel = true;
}
// If auto dispenser is purchased, auto-refuel cars
if (typeof autoDispenserEnabled !== "undefined" && autoDispenserEnabled && car.state === 'refueling' && !carObj.autoRefuel) {
car.refuelTicks = car.refuelTime;
carObj.autoRefuel = true;
}
car.update();
// If car finished refueling, give money and set pump free
if (car.state === 'leaving' && !carObj.paid) {
var earned = 10 + 5 * (carObj.pump.parent.floorNum - 1);
if (carObj.pump.parent.floorNum === 1) {
if (earned > 5) {
earned = 5;
}
}
money += earned;
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
@@ -262,9 +262,12 @@
LK.gui.center.addChild(win);
game.upgradeWindow = win;
}
};
+// Place upgrade button below money display in gui.top
LK.gui.top.addChild(upgradeBtn);
+upgradeBtn.x = 2048 / 2;
+upgradeBtn.y = moneyTxt.y + moneyTxt.height + 60; // 60px below the money display
// Automatic Fuel Dispenser Button
var autoDispenserBtnCost = 250;
var autoDispenserEnabled = false;
var autoDispenserBtn = new UpgradeButton();