User prompt
çok hızlı duşsunler
User prompt
paralar süzülmesin direk aşşağıya düşsün ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
para tamamen dolup tekrar boşaldığında kutu dahada hızlanır ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
kasaya kırılma efekti bir kapsul paralar kapsulun ustunden gelsin kapsulde biriksin tamamen dolunca altı açılsın ve boşalsın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
sandık daha hızlı olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
butonları kaldo
User prompt
eller oto tıklayıcılar kasanın etrafına dizilcek yuvarlak oluşturcak şekilde oluşucaklar ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
oyun tekrar başlayınca herşey 0 geliştirmeler olmicak baştan ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
test butonu 10000 coins kazandırıcak
User prompt
sayı kasanın üstünde yazsın coinsin altında hemen altında
User prompt
geliştirmeler kenrda olsun
User prompt
oto tıklayıcı her tıkladığında küçük bir animasyon bide deneme yapmam için mtuşuna basınca 10000 puan gelsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
kağıt para gibi süzülerek inerler fizikli
Code edit (1 edits merged)
Please save this source code
User prompt
Coin Clicker Evolution
Initial prompt
bir ortada top üstünde 0 yazar topa her tıklanınca üsteki sayı 1 artar ve yukardan para yağar aşşağa doğru her 25 dolarda 1 sev yükseltilebilir yükseltilince 10 saniyede bir bir el işaret parmağı önde daireye tıklar ve 1 sayı kazandırır altta bir ktu yavaşça sağ sola gider içine düşen paralar oyuncunun olur her 50 parda 1 geliştirileebilir seviyeyle daha hızlı sağ sola gider
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var AutoClickerFinger = Container.expand(function () {
var self = Container.call(this);
var fingerGraphics = self.attachAsset('autoClickerFinger', {
anchorX: 0.5,
anchorY: 1
});
self.clickTimer = 0;
self.clickInterval = 600; // 10 seconds at 60fps
self.update = function () {
self.clickTimer++;
if (self.clickTimer >= self.clickInterval) {
self.clickTimer = 0;
// Trigger auto click
if (typeof autoClickBall === 'function') {
autoClickBall();
}
}
};
return self;
});
var Basket = Container.expand(function () {
var self = Container.call(this);
var basketGraphics = self.attachAsset('basket', {
anchorX: 0.5,
anchorY: 0.5
});
self.direction = 1;
self.baseSpeed = 2;
self.speedMultiplier = 1;
self.update = function () {
self.x += self.direction * self.baseSpeed * self.speedMultiplier;
if (self.x <= 90 || self.x >= 2048 - 90) {
self.direction *= -1;
}
};
return self;
});
var Coin = Container.expand(function () {
var self = Container.call(this);
var coinGraphics = self.attachAsset('coin', {
anchorX: 0.5,
anchorY: 0.5
});
self.fallSpeed = 2 + Math.random() * 1.5;
self.collected = false;
self.swayDirection = Math.random() > 0.5 ? 1 : -1;
self.swaySpeed = 0.5 + Math.random() * 1;
self.swayAmount = 20 + Math.random() * 30;
self.rotationSpeed = (Math.random() - 0.5) * 0.1;
self.startX = 0;
self.swayTime = 0;
self.update = function () {
if (!self.collected) {
self.y += self.fallSpeed;
// Add swaying motion like paper money
self.swayTime += self.swaySpeed;
var swayOffset = Math.sin(self.swayTime * 0.05) * self.swayAmount;
self.x = self.startX + swayOffset;
// Add rotation for realistic paper motion
coinGraphics.rotation += self.rotationSpeed;
// Slight deceleration as it falls (air resistance)
if (self.fallSpeed > 1) {
self.fallSpeed *= 0.999;
}
}
};
return self;
});
var UpgradeButton = Container.expand(function (text, cost) {
var self = Container.call(this);
var buttonGraphics = self.attachAsset('upgradeButton', {
anchorX: 0.5,
anchorY: 0.5
});
self.buttonText = new Text2(text + '\n' + cost + ' coins', {
size: 24,
fill: 0xFFFFFF
});
self.buttonText.anchor.set(0.5, 0.5);
self.addChild(self.buttonText);
self.cost = cost;
self.upgradeText = text;
self.updateButton = function (newCost) {
self.cost = newCost;
self.buttonText.setText(self.upgradeText + '\n' + self.cost + ' coins');
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87ceeb
});
/****
* Game Code
****/
// Game variables
var clickCount = 0;
var coinCount = storage.coinCount || 0;
var autoClickerLevel = storage.autoClickerLevel || 0;
var basketSpeedLevel = storage.basketSpeedLevel || 0;
var coins = [];
var autoClickerFingers = [];
// Create central ball
var centralBall = game.addChild(LK.getAsset('centralBall', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 3
}));
// Create counter text above basket
var counterText = new Text2('0', {
size: 48,
fill: 0x000000
});
counterText.anchor.set(0.5, 1);
game.addChild(counterText);
// Create basket
var basket = game.addChild(new Basket());
basket.x = 2048 / 2;
basket.y = 2732 - 150;
basket.speedMultiplier = 1 + basketSpeedLevel * 0.5;
// Position counter text above basket
counterText.x = basket.x;
counterText.y = basket.y - 50;
// Create coin counter display below basket
var coinDisplay = new Text2('Coins: ' + coinCount, {
size: 36,
fill: 0x000000
});
coinDisplay.anchor.set(0.5, 0);
coinDisplay.x = basket.x;
coinDisplay.y = basket.y + 50;
game.addChild(coinDisplay);
// Create upgrade buttons
var autoClickerButton = game.addChild(new UpgradeButton('Auto-Clicker', 25));
autoClickerButton.x = 2048 / 2 - 160;
autoClickerButton.y = 2732 - 300;
var basketButton = game.addChild(new UpgradeButton('Faster Basket', 50));
basketButton.x = 2048 / 2 + 160;
basketButton.y = 2732 - 300;
// Create auto-clicker fingers based on saved level
for (var i = 0; i < autoClickerLevel; i++) {
var finger = game.addChild(new AutoClickerFinger());
finger.x = centralBall.x + 150 + i * 30;
finger.y = centralBall.y;
autoClickerFingers.push(finger);
}
// Update upgrade button costs
function updateUpgradeButtons() {
var autoClickerCost = 25 + autoClickerLevel * 15;
var basketCost = 50 + basketSpeedLevel * 25;
autoClickerButton.updateButton(autoClickerCost);
basketButton.updateButton(basketCost);
}
// Auto click function
function autoClickBall() {
clickCount++;
counterText.setText(clickCount.toString());
// Create coin drop
createCoinDrop();
// Play sound
LK.getSound('ballClick').play();
// Visual feedback
tween(centralBall, {
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 100,
onFinish: function onFinish() {
tween(centralBall, {
scaleX: 1,
scaleY: 1
}, {
duration: 100
});
}
});
// Animate all auto-clicker fingers
for (var f = 0; f < autoClickerFingers.length; f++) {
var finger = autoClickerFingers[f];
tween(finger, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 150,
onFinish: function onFinish() {
tween(finger, {
scaleX: 1,
scaleY: 1
}, {
duration: 150
});
}
});
}
}
// Create falling coin
function createCoinDrop() {
var coin = new Coin();
coin.x = Math.random() * (2048 - 100) + 50;
coin.startX = coin.x; // Store starting position for sway physics
coin.y = -50;
coins.push(coin);
game.addChild(coin);
}
// Ball click handler
centralBall.down = function (x, y, obj) {
clickCount++;
counterText.setText(clickCount.toString());
// Create coin drop
createCoinDrop();
// Play sound
LK.getSound('ballClick').play();
// Visual feedback
tween(centralBall, {
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 100,
onFinish: function onFinish() {
tween(centralBall, {
scaleX: 1,
scaleY: 1
}, {
duration: 100
});
}
});
};
// Upgrade button handlers
autoClickerButton.down = function (x, y, obj) {
var cost = 25 + autoClickerLevel * 15;
if (coinCount >= cost) {
coinCount -= cost;
autoClickerLevel++;
// Create new auto-clicker finger
var finger = game.addChild(new AutoClickerFinger());
finger.x = centralBall.x + 150 + (autoClickerLevel - 1) * 30;
finger.y = centralBall.y;
autoClickerFingers.push(finger);
// Update displays
coinDisplay.setText('Coins: ' + coinCount);
updateUpgradeButtons();
// Save progress
storage.coinCount = coinCount;
storage.autoClickerLevel = autoClickerLevel;
// Play sound
LK.getSound('upgrade').play();
// Visual feedback
LK.effects.flashObject(autoClickerButton, 0x00ff00, 300);
}
};
basketButton.down = function (x, y, obj) {
var cost = 50 + basketSpeedLevel * 25;
if (coinCount >= cost) {
coinCount -= cost;
basketSpeedLevel++;
basket.speedMultiplier = 1 + basketSpeedLevel * 0.5;
// Update displays
coinDisplay.setText('Coins: ' + coinCount);
updateUpgradeButtons();
// Save progress
storage.coinCount = coinCount;
storage.basketSpeedLevel = basketSpeedLevel;
// Play sound
LK.getSound('upgrade').play();
// Visual feedback
LK.effects.flashObject(basketButton, 0x00ff00, 300);
}
};
// Create test button for 10,000 points
var testButton = game.addChild(new UpgradeButton('TEST +10K', 0));
testButton.x = 2048 / 2;
testButton.y = 2732 - 450;
// Test button handler
testButton.down = function (x, y, obj) {
coinCount += 10000;
coinDisplay.setText('Coins: ' + coinCount);
// Save progress
storage.coinCount = coinCount;
// Update upgrade buttons in case new coins unlock upgrades
updateUpgradeButtons();
// Visual feedback
LK.effects.flashObject(testButton, 0xffff00, 500);
};
// Initialize upgrade buttons
updateUpgradeButtons();
// Main game update loop
game.update = function () {
// Update coins
for (var i = coins.length - 1; i >= 0; i--) {
var coin = coins[i];
if (coin.lastY === undefined) coin.lastY = coin.y;
// Check if coin fell off screen
if (coin.lastY <= 2732 && coin.y > 2732) {
coin.destroy();
coins.splice(i, 1);
continue;
}
// Check collision with basket
if (!coin.collected && coin.intersects(basket)) {
coin.collected = true;
coinCount++;
coinDisplay.setText('Coins: ' + coinCount);
// Save progress
storage.coinCount = coinCount;
// Play sound
LK.getSound('coinCollect').play();
// Remove coin
coin.destroy();
coins.splice(i, 1);
continue;
}
coin.lastY = coin.y;
}
}; ===================================================================
--- original.js
+++ change.js
@@ -286,10 +286,14 @@
testButton.x = 2048 / 2;
testButton.y = 2732 - 450;
// Test button handler
testButton.down = function (x, y, obj) {
- clickCount += 10000;
- counterText.setText(clickCount.toString());
+ coinCount += 10000;
+ coinDisplay.setText('Coins: ' + coinCount);
+ // Save progress
+ storage.coinCount = coinCount;
+ // Update upgrade buttons in case new coins unlock upgrades
+ updateUpgradeButtons();
// Visual feedback
LK.effects.flashObject(testButton, 0xffff00, 500);
};
// Initialize upgrade buttons