User prompt
Reset persistent data ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
After the upgrade amount hits 1.7x, make them cost of the upgrade only go up by +2,500 and increase it by 1k every upgrade
User prompt
Make sure the money total is updated immediately after an upgrade is purchased.
User prompt
Move the cost text 500 pixels to the right of the upgradebutton
User prompt
Make sure the text value of the upgradeCostText is saved in persistent data. ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Make sure the "Cost: " text is hidden once the shop gui is closed.
User prompt
50 pixels to the middle of the right of the money upgrade, add text which states "Cost: ". That text will state the cost of the upgrade and update it each time the upgrade is made. Make the starting cost of the money multiplier upgrade $250.
User prompt
Make the starting cost of the money multiplier upgrade $250.
User prompt
Make the starting cost of the money multiplier upgrade $250. Once it is purchased, increase the price by 2x each time and decrease that price increase number by .05 until it hits 1.1x. 550 pixels to the middle of the right of the money upgrade, add text which states "Cost: ". That text will state the cost of the upgrade and update it each time the upgrade is made. Make the max upgrade 50x. Make sure the "Cost: " text is hidden once the shop gui is closed. Make sure the money upgrade total is removed from the players total and updated in persistent storage.
User prompt
Reset all persistent data
User prompt
Make the starting cost of the money multiplier upgrade $250. Once it is purchased, increase the price by 2x each time and decrease that price increase number by .05 until it hits 1.1x. 550 pixels to the middle of the right of the money upgrade, add text which states "Cost: ". That text will state the cost of the upgrade and update it each time the upgrade is made. Make the max upgrade 50x. Make sure the "Cost: " text is hidden once the shop gui is closed. Make sure the money upgrade total is removed from the players total and updated in persistent storage. ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Make the starting cost of the money multiplier upgrade $250. Once it is purchased, increase the price by 2x each time and decrease that price increase number by .05 until it hits 1.1x. 550 pixels to the middle of the right of the money upgrade, add text which states "Cost: ". That text will state the cost of the upgrade and update it each time the upgrade is made. Make the max upgrade 50x. Make sure the new text is hidden once the shop gui is closed. Make sure the money upgrade total is removed from the players total and updated in persistent storage. ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Make the starting cost of the money multiplier upgrade $250 and subtract it in the money amount. Once it is purchased, increase the price by 2x each time and decrease that price increase number by .05 until it hits 1.1x. 550 pixels to the middle of the right of the money upgrade, add text which states "Cost: ". That text will state the cost of the upgrade and update it each time the upgrade is made. Make the max upgrade 50x.
User prompt
Can you reset the value of persistent storage for all players please
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'toFixed')' in or related to this line: 'var costText = new Text2('Cost: $' + upgradeCost.toFixed(2), {' Line Number: 185
User prompt
Make the starting cost of the money multiplier upgrade $250 and subtract it in the money amount. Once it is purchased, increase the price by 2x each time and decrease that price increase number by .05 until it hits 1.1x. 550 pixels to the middle of the right of the money upgrade, add text which states "Cost: ". That text will state the cost of the upgrade and update it each time the upgrade is made. Make the max upgrade 50x.
User prompt
Make the starting cost of the money multiplier upgrade $250 and subtract it in the money amount. Once it is purchased, increase the price by 2x each time and decrease that price increase number by .05 until it hits 1.1x. 550 pixels to the middle of the right of the money upgrade, add text which states "Cost: ". That text will state the cost of the upgrade and update it each time the upgrade is made. Make the max upgrade 50x.
User prompt
Make the starting cost of the money multiplier upgrade $250. Once it is purchased, increase the price by 2x each time and decrease that price increase number by .05 until it hits 1.1x. 550 pixels to the middle of the right of the money upgrade, add text which states "Cost: ". That text will state the cost of the upgrade and update it each time the upgrade is made. Make the max upgrade 50x.
User prompt
Make the starting cost of the money multiplier upgrade $250. Once it is purchased, increase the price by 1.25x each time it is purchased.
User prompt
Once the money value in "Money: " is over 9,999, start abbreviating it to a number with 2 10k values and 1 1k value.
User prompt
Make sure the moneytext value is set 2 decimal places to the right
User prompt
Make sure the " var currentMultiplierText = new Text2('Current: 1x', {" is not in affect anymore after the first upgrade is purchased and the currentMultiplierText.setText('Current: ' + moneyMultiplier.toFixed(1) + 'x'); // Update text becomes the default text used.
User prompt
Make sure the moneymultiplier current text is and it's value is stored in persistent data ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Add a new feature which multiplies the worth of each fish by the moneymultiplier asset value. The money multiplier asset value will start off on 1x and will increase by .1x every time it is upgraded. 550 pixels to the middle of the left of the money upgrade, add text which states "Current: 1x". The number in the "Current:" text will get changed each time the money upgrade button is pressed. Make sure the text is hidden when the shopgui is not open. Make sure the current text is updated each time the value is updated.
User prompt
Please fix the bug: 'ReferenceError: moneyMultiplierValue is not defined' in or related to this line: 'score += fishes[i].moneyValue * moneyMultiplierValue;' Line Number: 270
/**** * Plugins ****/ var storage = LK.import("@upit/storage.v1", { moneyMultiplier: 1 }); /**** * Classes ****/ // Fish class representing different types of fish var Fish = Container.expand(function (type) { var self = Container.call(this); // Attach a fish asset with random color var fishGraphics = self.attachAsset('Fish' + type, { anchorX: 0.5, anchorY: 0.5 }); // Set base speed and money value for each fish type var baseSpeed; var moneyValue; switch (type) { case 1: baseSpeed = 1.5; moneyValue = 2; break; case 2: baseSpeed = 10; moneyValue = 25; break; case 3: baseSpeed = 2; moneyValue = 5; break; case 4: baseSpeed = 3; moneyValue = 8; break; case 5: baseSpeed = 3; moneyValue = 8; break; case 6: baseSpeed = 5; moneyValue = 25; break; case 7: baseSpeed = 2; moneyValue = 3; break; case 8: baseSpeed = 8; moneyValue = 30; break; case 9: baseSpeed = 3; moneyValue = 4; break; case 10: baseSpeed = 25; moneyValue = 2500; break; default: baseSpeed = 2; moneyValue = 2; } self.moneyValue = moneyValue; // Adjust the base speed randomly by 10% for all fish except Fish1 which can have a speed change from the base of 50% if (type === 1) { self.speed = baseSpeed * (1 + (Math.random() - 0.5)); } else { self.speed = baseSpeed * (1 + (Math.random() - 0.5) / 5); } // Update function to move fish self.update = function () { self.x += self.speed; if (self.x > 2048) { self.x = -100; // Reset position if fish goes off screen } if (type === 5) { self.y = Math.max(self.y, shop.y + shop.height + 10); // Ensure fish5 is always below the shopgui asset } }; }); // FishingRod class representing the player's fishing rod var FishingRod = Container.expand(function () { var self = Container.call(this); // Attach a fishing rod asset var rodGraphics = self.attachAsset('net', { anchorX: 0.5, anchorY: 0.5 }); // Set initial position self.x = 1024; self.y = 2000; // Event handler for dragging the rod self.down = function (x, y, obj) { if (self.intersects(shop)) { // Create a ShopGUI1 asset and make it visible when the shop button is clicked var shopGUI = game.addChild(LK.getAsset('ShopGUI1', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366 })); shopGUI.visible = false; // Create a ShopGuiClose asset and make it visible when the shop button is clicked var shopGuiClose = game.addChild(LK.getAsset('ShopGuiClose', { anchorX: 1.0, // Anchor to the top right anchorY: 0.0, // Anchor to the top right x: 1024 + 825 - 25, // Position it 25 pixels from the right within the shopgui y: 1366 - 1250 + 25 // Position it 25 pixels from the top within the shopgui })); shopGuiClose.visible = false; shopGuiClose.down = function (x, y, obj) { shopGUI.visible = false; shopGuiClose.visible = false; moneyMultiplierText.visible = false; // Hide the Money Multiplier text moneyUpgrade.visible = false; // Hide the moneyUpgrade asset upgradeCostText.visible = false; // Hide the upgrade cost text currentMultiplierText.visible = false; // Hide the current multiplier text scoreTxt.setStyle({ stroke: 0x000000, strokeThickness: 0 // Remove stroke when shopgui is closed }); self.visible = true; // Make the fishingnet visible again when the shopgui is closed }; shopGUI.visible = true; // Add "Money Multiplier" text to the shopgui var moneyMultiplierText = new Text2('Money Multiplier', { size: 100, fill: 0x000000 }); moneyMultiplierText.anchor.set(0.5, 0); moneyMultiplierText.x = 1024; // Centered horizontally within the shopgui moneyMultiplierText.y = 1366 - 1250 + 100; // Offset by 100 pixels from the Y position of the shopgui game.addChild(moneyMultiplierText); scoreTxt.setStyle({ stroke: 0x000000, // Add black stroke strokeThickness: 10 // Set stroke thickness to 10 }); shopGuiClose.visible = true; // Add a new asset 'moneyUpgrade' 25 pixels below the Money Multiplier text var moneyUpgrade = LK.getAsset('fishingRod', { anchorX: 0.5, anchorY: 0.0, x: 1024, // Centered horizontally within the shopgui y: moneyMultiplierText.y + 150 // 150 pixels below the Money Multiplier text }); game.addChild(moneyUpgrade); // Add text to display current money multiplier var currentMultiplierText = new Text2('Current: ' + moneyMultiplier.toFixed(1) + 'x', { size: 80, fill: 0x000000 }); currentMultiplierText.anchor.set(0.5, 0); currentMultiplierText.x = moneyUpgrade.x - 550; // 550 pixels to the left of moneyUpgrade currentMultiplierText.y = moneyUpgrade.y; game.addChild(currentMultiplierText); currentMultiplierText.visible = true; // Show the current multiplier text var upgradeCost = storage.upgradeCost || 250; // Initialize upgrade cost from storage or set to starting value // Add text to display the cost of the money multiplier upgrade var upgradeCostText = new Text2('Cost: $' + upgradeCost.toFixed(2), { size: 80, fill: 0x000000 }); upgradeCostText.anchor.set(0.5, 0); upgradeCostText.x = moneyUpgrade.x + 500; // 500 pixels to the right of moneyUpgrade upgradeCostText.y = moneyUpgrade.y; game.addChild(upgradeCostText); moneyUpgrade.down = function (x, y, obj) { if (score >= upgradeCost) { // Check if the player has enough money score -= upgradeCost; // Deduct the cost from the player's score moneyMultiplier += 0.1; // Increase multiplier by 0.1x currentMultiplierText.setText('Current: ' + moneyMultiplier.toFixed(1) + 'x'); // Update text storage.moneyMultiplier = moneyMultiplier; // Persist updated multiplier if (moneyMultiplier >= 1.7) { upgradeCost += 2500 + 1000 * (moneyMultiplier - 1.7) / 0.1; // Increase by 2500 plus 1k for each 0.1x above 1.7x } else { upgradeCost *= 1.5; // Original cost increase logic } storage.upgradeCost = upgradeCost; // Persist updated upgrade cost upgradeCostText.setText('Cost: $' + upgradeCost.toFixed(2)); // Update cost text // Update the score text immediately if (score > 9999) { var abbreviatedScore = (score / 1000).toFixed(1) + 'k'; scoreTxt.setText('Money: $' + abbreviatedScore); } else { scoreTxt.setText('Money: $' + score.toFixed(2)); } } }; self.visible = false; // Make the fishingnet invisible when the shopgui is open } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Init game with sky blue background }); /**** * Game Code ****/ // Function to reset persistent data function resetPersistentData() { storage.moneyTotal = 0; storage.moneyMultiplier = 1.0; storage.upgradeCost = 250; } //<Assets used in the game will automatically appear here> // Function to generate a random fish type based on the given percentages function generateFishType() { var rand = Math.random() * 100; if (rand < 30) { return 1; } else if (rand < 32) { return 2; } else if (rand < 47) { return 3; } else if (rand < 57) { return 4; } else if (rand < 67) { return 5; } else if (rand < 72) { return 6; } else if (rand < 87) { return 7; } else if (rand < 89.95) { return 8; } else if (rand < 99.95) { return 9; } else { return 10; } } var fishes = []; var score = storage.moneyTotal || 0; var moneyMultiplier = storage.moneyMultiplier || 1.0; // Initialize money multiplier from storage var scoreTxt = new Text2('Money: $0', { size: 100, fill: 0x000000 }); var shop = LK.getAsset('shop', { anchorX: 0.5, anchorY: 0.0, x: 1024, y: 200 }); game.addChild(shop); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Create and add fishing rod to the game var fishingRod = game.addChild(new FishingRod()); // Function to spawn fish function spawnFish(type) { var fish = new Fish(type); fish.x = 0; // Spawn fish only at the left side of the screen fish.y = Math.random() * 1500 + 500; fishes.push(fish); game.addChild(fish); } // Spawn initial fish for (var i = 0; i < 10; i++) { spawnFish(generateFishType()); } // Update function for the game game.update = function () { // Update all fish for (var i = 0; i < fishes.length; i++) { fishes[i].update(); // Check for collision with fishing rod if (fishingRod.intersects(fishes[i])) { score += fishes[i].moneyValue * moneyMultiplier; // Multiply fish value by money multiplier storage.moneyTotal = score; if (score > 9999) { var abbreviatedScore = (score / 1000).toFixed(1) + 'k'; scoreTxt.setText('Money: $' + abbreviatedScore); } else { scoreTxt.setText('Money: $' + score.toFixed(2)); } fishes[i].destroy(); fishes.splice(i, 1); spawnFish(generateFishType()); } } }; // Event handler for dragging the fishing rod game.move = function (x, y, obj) { fishingRod.x = x; fishingRod.y = y; if (fishingRod.y <= shop.y + 270) { fishingRod.alpha = 0; } else { fishingRod.alpha = 1; } };
===================================================================
--- original.js
+++ change.js
@@ -210,9 +210,14 @@
/****
* Game Code
****/
-// Initialize arrays and variables
+// Function to reset persistent data
+function resetPersistentData() {
+ storage.moneyTotal = 0;
+ storage.moneyMultiplier = 1.0;
+ storage.upgradeCost = 250;
+}
//<Assets used in the game will automatically appear here>
// Function to generate a random fish type based on the given percentages
function generateFishType() {
var rand = Math.random() * 100;
Water themed gui icon that has the text "Shop" on it. 8-bit art style.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Big red X button for a game gui. 8-bit art style.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
8-bit art style circular fishing net without a handle.. 8-bit art style
A bright green + symbol for a game GUI element. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. 8-bit art style