User prompt
Remove the tiny text in the top left that reads 'dont click the falling peanuts (:'
Code edit (1 edits merged)
Please save this source code
User prompt
make the asset "Cloud123" the background
User prompt
When u click the falling peanuts make them give u two times more than a regular click
User prompt
make less peanuts fall
User prompt
Limit the amount of levels you can get for the upgrade down to 100 per upgrade
User prompt
move the shop ui down to the bottom left
User prompt
add a shop feature at level 3
User prompt
add special effects when u click the peanut ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
make space1 cover the screen
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make the space1 asset the background
User prompt
remove the space1 asset
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put the space1 asset behind the falling peanuts
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make the max level 100
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make each level give u a 2 times multiplier on score
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Make the levels go up by 1 every 100 clicks
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make the max level 30
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make the max score 999999
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Make it so The max level is above 4
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increase the max points by 999999
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Make it so the point counter can go up to 999999
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Make it so every level Times's your click by 2
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make it so u level up every 300 clicks
User prompt
Make it so every 1000 click's u level up And add a level counter at the bottom right ranging from level 1-1000
User prompt
make the text a littler bigger
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// FallingPeanut class to represent peanuts that continuously fall
var FallingPeanut = Container.expand(function () {
var self = Container.call(this);
var peanutGraphics = self.attachAsset('Peanut1', {
anchorX: 0.5,
anchorY: 0.5
});
// Set initial speed for falling peanuts
self.speed = 3;
// Update function to move peanuts downwards
self.update = function () {
self.y += self.speed;
self.x += self.horizontalSpeed; // Move horizontally
if (self.y > 2732) {
// Reset position to top if it goes off screen
self.y = -self.height;
}
};
});
//<Assets used in the game will automatically appear here>
// Peanut class to represent each peanut on the screen
var Peanut = Container.expand(function () {
var self = Container.call(this);
var peanutGraphics = self.attachAsset('Peanut1', {
anchorX: 0.5,
anchorY: 0.5
});
// Event handler for when a peanut is tapped
self.down = function (x, y, obj) {
// Add special effects when clicking
// Scale up effect
tween(peanutGraphics, {
scaleX: 1.3,
scaleY: 1.3
}, {
duration: 150,
easing: tween.easeOut,
onFinish: function onFinish() {
// Scale back to normal
tween(peanutGraphics, {
scaleX: 1,
scaleY: 1
}, {
duration: 150,
easing: tween.easeInOut
});
}
});
// Rotation effect
tween(peanutGraphics, {
rotation: peanutGraphics.rotation + Math.PI * 0.25
}, {
duration: 200,
easing: tween.easeInOut
});
// Flash effect with tint
tween(peanutGraphics, {
tint: 0xFFFF00
}, {
duration: 100,
easing: tween.linear,
onFinish: function onFinish() {
tween(peanutGraphics, {
tint: 0xFFFFFF
}, {
duration: 100,
easing: tween.linear
});
}
});
// Increase score with level multiplier and click power
var currentLevel = Math.min(100, Math.floor(LK.getScore() / 100) + 1);
LK.setScore(LK.getScore() + clickPower * currentLevel);
scoreTxt.setText(LK.getScore());
// Level up logic
if (LK.getScore() % 100 === 0) {
var currentLevel = Math.min(100, Math.floor(LK.getScore() / 100) + 1);
levelTxt.setText('Level: ' + currentLevel);
}
// Do not destroy the peanut to prevent disappearance
};
});
// Shop class to handle shop interface and upgrades
var Shop = Container.expand(function () {
var self = Container.call(this);
// Shop background
var shopBg = self.attachAsset('peanut', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 8,
scaleY: 12,
tint: 0x333333
});
// Shop title
var shopTitle = new Text2('SHOP', {
size: 80,
fill: 0xFFFFFF
});
shopTitle.anchor.set(0.5, 0.5);
shopTitle.x = 0;
shopTitle.y = -400;
self.addChild(shopTitle);
// Upgrade 1: Click Power (+1 per click)
var upgrade1Btn = self.attachAsset('peanut', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 3,
scaleY: 1.5,
tint: 0x4CAF50
});
upgrade1Btn.x = 0;
upgrade1Btn.y = -200;
var upgrade1Text = new Text2('Click Power +1\nLevel: 0/100\nCost: 500', {
size: 40,
fill: 0xFFFFFF
});
upgrade1Text.anchor.set(0.5, 0.5);
upgrade1Text.x = 0;
upgrade1Text.y = -200;
self.addChild(upgrade1Text);
// Upgrade 2: Auto Clicker
var upgrade2Btn = self.attachAsset('peanut', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 3,
scaleY: 1.5,
tint: 0x2196F3
});
upgrade2Btn.x = 0;
upgrade2Btn.y = 0;
var upgrade2Text = new Text2('Auto Clicker\nLevel: 0/100\nCost: 1000', {
size: 40,
fill: 0xFFFFFF
});
upgrade2Text.anchor.set(0.5, 0.5);
upgrade2Text.x = 0;
upgrade2Text.y = 0;
self.addChild(upgrade2Text);
// Close button
var closeBtn = self.attachAsset('peanut', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 1,
tint: 0xFF5722
});
closeBtn.x = 0;
closeBtn.y = 300;
var closeText = new Text2('CLOSE', {
size: 50,
fill: 0xFFFFFF
});
closeText.anchor.set(0.5, 0.5);
closeText.x = 0;
closeText.y = 300;
self.addChild(closeText);
// Event handlers
upgrade1Btn.down = function () {
if (LK.getScore() >= 500 && clickPowerLevel < 100) {
LK.setScore(LK.getScore() - 500);
clickPower += 1;
clickPowerLevel += 1;
scoreTxt.setText(LK.getScore());
// Update button text
upgrade1Text.setText('Click Power +1\nLevel: ' + clickPowerLevel + '/100\nCost: 500');
// Change color to gray if maxed out
if (clickPowerLevel >= 100) {
upgrade1Btn.tint = 0x666666;
}
}
};
upgrade2Btn.down = function () {
if (LK.getScore() >= 1000 && autoClickerLevel < 100) {
LK.setScore(LK.getScore() - 1000);
autoClickerActive = true;
autoClickerLevel += 1;
scoreTxt.setText(LK.getScore());
// Update button text
upgrade2Text.setText('Auto Clicker\nLevel: ' + autoClickerLevel + '/100\nCost: 1000');
// Change color to gray if maxed out
if (autoClickerLevel >= 100) {
upgrade2Btn.tint = 0x666666;
}
}
};
closeBtn.down = function () {
shopVisible = false;
self.visible = false;
};
// Method to update shop display
self.updateDisplay = function () {
// Update click power display
upgrade1Text.setText('Click Power +1\nLevel: ' + clickPowerLevel + '/100\nCost: 500');
if (clickPowerLevel >= 100) {
upgrade1Btn.tint = 0x666666;
} else {
upgrade1Btn.tint = 0x4CAF50;
}
// Update auto clicker display
upgrade2Text.setText('Auto Clicker\nLevel: ' + autoClickerLevel + '/100\nCost: 1000');
if (autoClickerLevel >= 100) {
upgrade2Btn.tint = 0x666666;
} else {
upgrade2Btn.tint = 0x2196F3;
}
};
return self;
});
// ShopButton class for the shop access button
var ShopButton = Container.expand(function () {
var self = Container.call(this);
var buttonBg = self.attachAsset('peanut', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 1,
tint: 0xFFD700
});
var buttonText = new Text2('SHOP', {
size: 40,
fill: 0x000000
});
buttonText.anchor.set(0.5, 0.5);
self.addChild(buttonText);
self.down = function () {
if (currentPlayerLevel >= 3) {
shopVisible = true;
shopInterface.visible = true;
shopInterface.updateDisplay(); // Update display when opening shop
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize score display
var scoreTxt = new Text2('000000', {
size: 150,
fill: 0xFFFFFF
});
// Add tiny text in the top left
var warningTxt = new Text2('dont click falling peanuts (:', {
size: 30,
fill: 0xFFFFFF
});
warningTxt.anchor.set(0, 0);
LK.gui.topLeft.addChild(warningTxt);
// Initialize level display
var levelTxt = new Text2('Level: 1', {
size: 50,
fill: 0xFFFFFF
});
levelTxt.anchor.set(1, 1);
LK.gui.bottomRight.addChild(levelTxt);
// Initialize shop system
shopInterface = new Shop();
shopInterface.x = 400;
shopInterface.y = 2332;
shopInterface.visible = false;
game.addChild(shopInterface);
// Initialize shop button
shopButton = new ShopButton();
shopButton.x = 200;
shopButton.y = 2632;
shopButton.visible = false;
game.addChild(shopButton);
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Array to keep track of peanuts
var peanuts = [];
// Shop system variables
var shopVisible = false;
var clickPower = 1;
var autoClickerActive = false;
var currentPlayerLevel = 1;
var shopInterface;
var shopButton;
var clickPowerLevel = 0; // Track click power upgrade level (max 100)
var autoClickerLevel = 0; // Track auto clicker upgrade level (max 100)
// Function to spawn a new falling peanut
function spawnFallingPeanut() {
var newPeanut = new FallingPeanut();
newPeanut.horizontalSpeed = (Math.random() - 0.5) * 2; // Random horizontal speed between -1 and 1
do {
newPeanut.x = Math.random() * 2048; // Random x position
} while (Math.abs(newPeanut.x - 2048 / 2) < 150); // Ensure no overlap with peanut1
newPeanut.y = -newPeanut.height; // Start above the screen
peanuts.push(newPeanut);
game.addChild(newPeanut);
}
// Set interval to spawn falling peanuts every 3 seconds
var peanutSpawnInterval = LK.setInterval(spawnFallingPeanut, 3000);
// Update function called every tick
game.update = function () {
// Update all falling peanuts
for (var i = 0; i < peanuts.length; i++) {
peanuts[i].update();
}
// Update current player level
currentPlayerLevel = Math.min(100, Math.floor(LK.getScore() / 100) + 1);
// Show shop button when player reaches level 3
if (currentPlayerLevel >= 3 && !shopButton.visible) {
shopButton.visible = true;
}
// Auto clicker functionality
if (autoClickerActive && LK.ticks % 60 === 0) {
LK.setScore(LK.getScore() + clickPower * currentPlayerLevel);
scoreTxt.setText(LK.getScore());
}
};
// Function to spawn a new peanut
function spawnPeanut() {
var newPeanut = new Peanut();
newPeanut.x = 2048 / 2; // Center x position
newPeanut.y = 2732 / 2; // Center y position
game.addChild(newPeanut);
}
// Start the game by spawning the first peanut
spawnPeanut(); ===================================================================
--- original.js
+++ change.js
@@ -304,10 +304,10 @@
newPeanut.y = -newPeanut.height; // Start above the screen
peanuts.push(newPeanut);
game.addChild(newPeanut);
}
-// Set interval to spawn falling peanuts every second
-var peanutSpawnInterval = LK.setInterval(spawnFallingPeanut, 1000);
+// Set interval to spawn falling peanuts every 3 seconds
+var peanutSpawnInterval = LK.setInterval(spawnFallingPeanut, 3000);
// Update function called every tick
game.update = function () {
// Update all falling peanuts
for (var i = 0; i < peanuts.length; i++) {