User prompt
I would like to create a system that sends a little message when a type of fish is caught at the bottom of the screen. This message would be 100 pixels above the bottom of the screen and would say a certain message which is corresponding to a number. I will be giving you this number and I would like you to add them to each fish. I will also be giving you the number meanings. 1 = Common Fish 2 = Uncommon Fish 3 = Rare Fish and 4 = WTF Fish. Here are the fish numbers and corresponding numbers. Fish1 1, Fish2 3, Fish3 1, Fish4 12, Fish5 2, Fish6 3, Fish7 1, Fish8 3, Fish9 2, Fish10 4. The message at the bottom of the screen will be "You have caught a (number with the corresponding text with that number)! This is not checking if a fish is caught at the bottom of the screen. This is for every fish caught. The text will be white and will be present on screen for 1 second and will fade out.
User prompt
I would like to create a system that sends a little message when a type of fish is caught at the bottom of the screen. This message would be 100 pixels above the bottom of the screen and would say a certain message which is corresponding to a number. I will be giving you this number and I would like you to add them to each fish. I will also be giving you the number meanings. 1 = Common Fish 2 = Uncommon Fish 3 = Rare Fish and 4 = WTF Fish. Here are the fish numbers and corresponding numbers. Fish1 1, Fish2 3, Fish3 1, Fish4 12, Fish5 2, Fish6 3, Fish7 1, Fish8 3, Fish9 2, Fish10 4. The message at the bottom of the screen will be "You have caught a (number with the corresponding text with that number)! This is not checking if a fish is caught at the bottom of the screen. This is for every fish caught.
User prompt
I would like to create a system that sends a little message when a type of fish is caught at the bottom of the screen. This message would be 100 pixels above the bottom of the screen and would say a certain message which is corresponding to a number. I will be giving you this number and I would like you to add them to each fish. I will also be giving you the number meanings. 1 = Common Fish 2 = Uncommon Fish 3 = Rare Fish and 4 = WTF Fish. Here are the fish numbers and corresponding numbers. Fish1 1, Fish2 3, Fish3 1, Fish4 12, Fish5 2, Fish6 3, Fish7 1, Fish8 3, Fish9 2, Fish10 4. The message at the bottom of the screen will be "You have caught a (number with the corresponding text with that number)!
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'storage.upgradeCostText = upgradeCostText.text;' Line Number: 152
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'storage.upgradeCostText = upgradeCostText.text;' Line Number: 151
User prompt
Make sure the "Cost: " abbreviations are saved after the shopgui is closed.
User prompt
Please fix the bug: 'storage.clear is not a function' in or related to this line: 'storage.clear();' Line Number: 249
User prompt
Please fix the bug: 'storage.clearAll is not a function' in or related to this line: 'storage.clearAll();' Line Number: 249
User prompt
Please fix the bug: 'storage.clear is not a function' in or related to this line: 'storage.clear();' Line Number: 249
User prompt
Please fix the bug: 'storage.clearAll is not a function' in or related to this line: 'storage.clearAll();' Line Number: 249
User prompt
Delete all persistent data stored right now
User prompt
reset all persistent data ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Make sure the price of the next upgrade is saved in persistent data ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'storage.clear is not a function' in or related to this line: 'storage.clear(); // Clear all persistent data' Line Number: 329 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
reset all persistent data
User prompt
Make sure to track the catch of the special fish1 and to insert the next text while hiding the "welcome to the game!" text
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'moneyValue')' in or related to this line: 'if (fishes[i].moneyValue === 250) {' Line Number: 392
User prompt
Spawn 1 single special Fish1 100 pixels below the middle of the screen which does not move and is worth 250 money. After this is collected, replace the "Welcome to the Game!" text with "Now click on the shop and buy your first upgrade!"
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var i = fishes.length - 1; i >= 0; i--) {' Line Number: 286
User prompt
If the tutorial has not been completed yet, destroy all fish and stop all spawning of fish until it is complete. When it is complete, then the game will work like it did before.
User prompt
Create a new container called "Tutorial". This will be only when the player first starts. Once this is complete, track it in persistent data and never play it again. Please do not create a tutorial because I will explain to you in a bit how to do that.
User prompt
Create a new container called "Tutorial". This will be only when the player first starts. Once this is complete, track it in persistent data and never play it again. Please do not create a tutorial because I will explain to you in a bit how to do that.
User prompt
Create a new container called "Tutorial". This will be only when the player first starts. Once this is complete, track it in persistent data and never play it again. ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Reset all persistent data ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Apply that to the "Cost: " also
/**** * 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: 50 // Position it 50 pixels below the top of the ShopGUI1 })); 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 if (upgradeCost >= 1000000) { var abbreviatedCost = (upgradeCost / 1000000).toFixed(2) + 'm'; upgradeCostText.setText('Cost: $' + abbreviatedCost); } else if (upgradeCost >= 1000) { var abbreviatedCost = (upgradeCost / 1000).toFixed(2) + 'k'; upgradeCostText.setText('Cost: $' + abbreviatedCost); } else { upgradeCostText.setText('Cost: $' + upgradeCost.toFixed(2)); } // Update the score text immediately if (score >= 1000000) { // Abbreviate to 'm' if score is 1,000,000 or more var abbreviatedScore = (score / 1000000).toFixed(2) + 'm'; scoreTxt.setText('Money: $' + abbreviatedScore); } else if (score >= 1000) { // Abbreviate to 'k' if score is 1,000 or more var abbreviatedScore = (score / 1000).toFixed(2) + '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 ****/ // Initialize arrays and variables storage.moneyTotal = 0; // Reset total money storage.moneyMultiplier = 1.0; // Reset money multiplier storage.upgradeCost = 250; // Reset upgrade cost //<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 >= 1000000) { // Abbreviate to 'm' if score is 1,000,000 or more var abbreviatedScore = (score / 1000000).toFixed(2) + 'm'; scoreTxt.setText('Money: $' + abbreviatedScore); } else if (score >= 1000) { // Abbreviate to 'k' if score is 1,000 or more var abbreviatedScore = (score / 1000).toFixed(2) + '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
@@ -223,9 +223,12 @@
/****
* Game Code
****/
-// Initialize arrays and variables
+// Initialize arrays and variables
+storage.moneyTotal = 0; // Reset total money
+storage.moneyMultiplier = 1.0; // Reset money multiplier
+storage.upgradeCost = 250; // Reset upgrade cost
//<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