User prompt
Please fix the bug: 'upgradeFishermen is not defined' in or related to this line: 'upgradeCostText.x = upgradeFishermen.x + 550; // 550 pixels to the right of upgradeFishermen' Line Number: 320
User prompt
550 pixels to the middle of the right of the fishermen upgrade, add text which states "Cost: 1k". 550 pixels to the middle of the left of the fishermen upgrade, add text which states "Current: 0". Make sure this text only appears when the money multiplier is 1.5x and becomes hidden once the shop is closed.
User prompt
550 pixels to the middle of the right of the fishermen upgrade, add text which states "Cost: 1k". 550 pixels to the middle of the left of the fishermen upgrade, add text which states "Current: 0". Make sure this text only appears when the money multiplier is 1.5x and becomes hidden once the shop is closed.
User prompt
550 pixels to the middle of the right of the fishermen upgrade, add text which states "Cost: 1k". 550 pixels to the middle of the left of the fishermen upgrade, add text which states "Current: 0".
User prompt
Move the fishermenUpgrade button 100 pixels down.
User prompt
Move the fishermenUpgrade 200 pixels down
User prompt
Make sure the "fishermenUpdate" button is only visible once the moneyMultiplier is at or above 1.5x and is hidden when the shopgui closes.
User prompt
Make sure the "fishermenUpdate" button is only visible once the Fishermen text is present and is hidden when the shopgui closes.
User prompt
50 pixels below the Fishermen text, add a new asset called "upgradeFishermen"
User prompt
Make sure the Make sure the "Unlock more with (number of upgrades left) more upgrades!" text is updated instantly and not just with persistent data
User prompt
Make sure the Make sure the "Unlock more with (number of upgrades left) more upgrades!" text is updated within the shop GUI.
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'setText')' in or related to this line: 'unlockMoreText.setText('Unlock More With ' + upgradesNeeded + ' More Upgrades!');' Line Number: 132
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'setText')' in or related to this line: 'unlockMoreText.setText('Unlock More With ' + upgradesNeeded + ' More Upgrades!');' Line Number: 132
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'setText')' in or related to this line: 'unlockMoreText.setText('Unlock More With ' + upgradesNeeded + ' More Upgrades!');' Line Number: 132
User prompt
Make sure the Make sure the "Unlock more with (number of upgrades left) more upgrades!" text is updated within the shop GUI when the player is in it.
User prompt
Make sure the "Unlock more with 2 more upgrades!" text is changed to "Unlock more with 1 more upgrades!" once the money multiplier upgrade has a 1.4x multiplier.
User prompt
Make sure the "Unlock more with 3 more upgrades!" text is changed to "Unlock more with 2 more upgrades!" once the money multiplier upgrade has a 1.3x multiplier.
User prompt
Make sure the "Unlock more with 4 more upgrades!" text is changed to "Unlock more with 3 more upgrades!" once the money multiplier upgrade has a 1.2x multiplier.
User prompt
Make sure the "Unlock more with 5 more upgrades!" text is changed to "Unlock more with 4 more upgrades!" once the money multiplier upgrade has a 1.1x multiplier.
User prompt
reset the cost persistent data ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Clear all persistent data
User prompt
Please fix the bug: 'storage.clear is not a function' in or related to this line: 'storage.clear();' Line Number: 282 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please reset all persistent data
User prompt
Can you please delete all persistent data ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'Uncaught ReferenceError: comingSoonText is not defined' in or related to this line: 'comingSoonText.visible = false; // Hide the 'Coming Soon!' text' Line Number: 154
/**** * 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)) { var updateUnlockMoreText = function updateUnlockMoreText() { var upgradesNeeded = 5 - Math.floor((moneyMultiplier - 1) * 10); if (moneyMultiplier >= 1.1 && moneyMultiplier < 1.2) { upgradesNeeded = 4; } else if (moneyMultiplier >= 1.2 && moneyMultiplier < 1.3) { upgradesNeeded = 3; } else if (moneyMultiplier >= 1.3 && moneyMultiplier < 1.4) { upgradesNeeded = 2; } else if (moneyMultiplier >= 1.4 && moneyMultiplier < 1.5) { upgradesNeeded = 1; } if (upgradesNeeded > 0) { unlockMoreText.setText('Unlock More With ' + upgradesNeeded + ' More Upgrades!'); } else { unlockMoreText.setText('Fishermen'); } }; // 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 comingSoonText.visible = false; // Hide the 'Coming Soon!' text scoreTxt.setStyle({ stroke: 0xFFFFFF, strokeThickness: 5 // Restore white stroke when shopgui is closed }); self.visible = true; // Make the fishingnet visible again when the shopgui is closed }; shopGUI.visible = true; updateUnlockMoreText(); // Update the unlockMoreText when the shop GUI is opened // 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); // Add "Unlock More With 5 More Upgrades!" text 150 pixels below the money multiplier button var unlockMoreText = new Text2('', { size: 100, // Same size as "Money Multiplier" text fill: 0x000000 }); unlockMoreText.anchor.set(0.5, 0); unlockMoreText.x = 1024; // Centered horizontally within the shopgui unlockMoreText.y = moneyUpgrade.y + 150; // 150 pixels below the moneyUpgrade button game.addChild(unlockMoreText); unlockMoreText.visible = true; // Show the text // Define comingSoonText to avoid ReferenceError var comingSoonText = unlockMoreText; // Update the unlockMoreText based on the current money multiplier updateUnlockMoreText(); 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 ****/ //<Assets used in the game will automatically appear here> var bottomGUI = LK.getAsset('bottomGUI', { anchorX: 0.5, anchorY: 1.0, x: 1024, y: 2732 }); game.addChild(bottomGUI); //<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('$0', { size: 100, fill: 0x00FF00, // Green fill stroke: 0xFFFFFF, // White outline strokeThickness: 5 // Thickness of the outline }); var shop = LK.getAsset('shop', { anchorX: 0.5, anchorY: 0.0, x: 1024, y: 200 }); game.addChild(shop); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Create and add fishing rod to the game var fishingRod = game.addChild(new FishingRod()); // Function to spawn fish function spawnFish(type) { var fish = new Fish(type); fish.x = 0; // Spawn fish only at the left side of the screen fish.y = Math.random() * 1500 + 500; fishes.push(fish); game.addChild(fish); } // Spawn initial fish for (var i = 0; i < 10; i++) { spawnFish(generateFishType()); } // Update function for the game game.update = function () { // Update all fish var _loop = function _loop() { fishes[i].update(); // Check for collision with fishing rod if (fishingRod.intersects(fishes[i])) { var _animateMessage = function animateMessage() { var elapsedTime = Date.now() - startTime; if (elapsedTime < slideUpDuration) { var progress = elapsedTime / slideUpDuration; caughtFishMessage.y = 2732 - progress * 100; // Slide up 100 pixels LK.setTimeout(_animateMessage, 16); } else { // Keep the message in place for the remaining duration LK.setTimeout(function () { caughtFishMessage.destroy(); }, stayDuration); } }; score += fishes[i].moneyValue * moneyMultiplier; // Multiply fish value by money multiplier storage.moneyTotal = score; if (score >= 1000000) { // Abbreviate to 'm' if score is 1,000,000 or more abbreviatedScore = (score / 1000000).toFixed(2) + 'm'; scoreTxt.setText('$' + 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(); 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; } };
===================================================================
--- original.js
+++ change.js
@@ -146,8 +146,9 @@
});
self.visible = true; // Make the fishingnet visible again when the shopgui is closed
};
shopGUI.visible = true;
+ updateUnlockMoreText(); // Update the unlockMoreText when the shop GUI is opened
// Add "Money Multiplier" text to the shopgui
var moneyMultiplierText = new Text2('Money Multiplier', {
size: 100,
fill: 0x000000
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