User prompt
So now I want to change the text for the "Unlock more with 5 more upgrades!". I want it to change so the number is correlated with the current money multiplier. So if the current multiplier is 1, make the number five. 1.1 is 4, 1.2 is 3, 1.3 is 2 1.4 is 1, and 1.5 and above replaces the text with Fishermen.
User prompt
So now I want to change the text for the "Unlock more with 5 more upgrades!". I want it to change so the number is correlated with the current money multiplier. So if the current multiplier is 1, make the number five. 1.1 is 4, 1.2 is 3, 1.3 is 2 1.4 is 1, and 1.5 and above makes the text hidden and replaces it with Fishermen.
User prompt
Please replace the "Coming Soon!" text in the shopgui with "Unlock More With 5 More Upgrades!"
User prompt
150 pixels below the upgrade money multiplier button in the shopgui, add text which is the same size as the "Money Multiplier" text and says "Coming Soon!". Make sure this text gets hidden when the shopgui is closed.
User prompt
150 pixels below the upgrade money multiplier in the shopgui, add text which is the same size as the "Money Multiplier" text and says "Coming Soon!". Make sure this text gets hidden when the shopgui is closed.
User prompt
Remove the "You have caught a fish!" text please
User prompt
Add the bottomgui asset at the bottom of the screen please
User prompt
Make the net hidden when it is over the bottomgui asset
User prompt
Make sure the text is hidden when the shop is closed please
User prompt
Make the size of the text the same as "Money Multiplier" please
User prompt
150 pixels below the upgrade money multiplier in the shopgui, add the text "5 More Upgrades Needed!". Make sure to use correct sources. Do not worry about the hiding of it yet.
User prompt
100 pixels below the upgrade money multiplier in the shopgui, add the text "5 More Upgrades Needed!". Make sure to use correct sources. Do not worry about the hiding of it yet.
User prompt
50 pixels below the upgrade money multiplier in the shopgui, add the text "5 More Upgrades Needed!". Make sure to use correct sources. Do not worry about the hiding of it yet.
User prompt
Remove the "You have caught a fish!" text for now
User prompt
Make sure this is also above the "You caught a fish!" layer
User prompt
Please make sure this asset is at the top image layer
User prompt
I want a dark blue rectangle which is the same width as the screen and goes up from the bottom of the screen 350 pixels. Please add this asset and call it "bottomGUI"
User prompt
So let me explain what is happening. So the fish are caught too fast and the text spawns at the bottom without doing the animation. It does not destroy after the time allotted. Please use this information to fix the bug.
User prompt
The bug is still happening. I think it has something to do with the replication process when fish are captured too fast. Can you please fix this bug
User prompt
The game currently has a bug where the caught fish text at the bottom of the screen will stay and is not invisible. Can you please fix this issue
User prompt
Can you make a change so the caught fish text will go up 500 pixels when doing the animation
User prompt
Make sure the black outline on the money owned is kept when entering and leaving the shop
User prompt
reset all persistent data ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Can you turn the money text to a green inside with a white outline please
User prompt
Can you replace the "Money: " text with a symbol but keep the number value please
/****
* 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
});
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));
}
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: $' + upgradeCost.toFixed(2));
}
// Update the score text immediately
if (score >= 1000000) {
// Abbreviate to 'm' if score is 1,000,000 or more
var abbreviatedScore = (score / 1000000).toFixed(2) + 'm';
scoreTxt.setText('$' + abbreviatedScore);
} else if (score >= 1000) {
// Abbreviate to 'k' if score is 1,000 or more
var abbreviatedScore = (score / 1000).toFixed(2) + 'k';
scoreTxt.setText('$' + abbreviatedScore);
} else {
scoreTxt.setText('$' + 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 generate a random fish type based on the given percentages
//<Assets used in the game will automatically appear here>
// Initialize arrays and variables
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('$0', {
size: 100,
fill: 0x000000
});
var shop = LK.getAsset('shop', {
anchorX: 0.5,
anchorY: 0.0,
x: 1024,
y: 200
});
game.addChild(shop);
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Create and add fishing rod to the game
var fishingRod = game.addChild(new FishingRod());
// Function to spawn fish
function spawnFish(type) {
var fish = new Fish(type);
fish.x = 0; // Spawn fish only at the left side of the screen
fish.y = Math.random() * 1500 + 500;
fishes.push(fish);
game.addChild(fish);
}
// Spawn initial fish
for (var i = 0; i < 10; i++) {
spawnFish(generateFishType());
}
// Update function for the game
game.update = function () {
// Update all fish
var _loop = function _loop() {
fishes[i].update();
// Check for collision with fishing rod
if (fishingRod.intersects(fishes[i])) {
var _animateMessage = function animateMessage() {
var elapsedTime = Date.now() - startTime;
if (elapsedTime < slideUpDuration) {
var progress = elapsedTime / slideUpDuration;
caughtFishMessage.y = 2732 - progress * 100; // Slide up 100 pixels
LK.setTimeout(_animateMessage, 16);
} else {
// Keep the message in place for the remaining duration
LK.setTimeout(function () {
caughtFishMessage.destroy();
}, stayDuration);
}
};
score += fishes[i].moneyValue * moneyMultiplier; // Multiply fish value by money multiplier
storage.moneyTotal = score;
if (score >= 1000000) {
// Abbreviate to 'm' if score is 1,000,000 or more
abbreviatedScore = (score / 1000000).toFixed(2) + 'm';
scoreTxt.setText('$' + abbreviatedScore);
} else if (score >= 1000) {
// Abbreviate to 'k' if score is 1,000 or more
abbreviatedScore = (score / 1000).toFixed(2) + 'k';
scoreTxt.setText('$' + abbreviatedScore);
} else {
scoreTxt.setText('$' + score.toFixed(2));
}
fishes[i].destroy();
// Display a message when a fish is caught
caughtFishMessage = new Text2('You have caught a Fish!', {
size: 80,
fill: 0xffffff
});
caughtFishMessage.anchor.set(0.5, 1);
caughtFishMessage.x = 1024; // Center horizontally
caughtFishMessage.y = 2732; // Start from the bottom of the screen
game.addChild(caughtFishMessage);
// Animate the message to slide up
slideUpDuration = 500; // Duration of the slide-up animation in milliseconds
stayDuration = 500; // Duration for the message to stay in place
// Slide up animation
startTime = Date.now();
_animateMessage();
fishes.splice(i, 1);
spawnFish(generateFishType());
}
},
abbreviatedScore,
abbreviatedScore,
caughtFishMessage,
slideUpDuration,
stayDuration,
startTime;
for (var i = 0; i < fishes.length; i++) {
_loop();
}
};
// 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;
}
};
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