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
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When u click the falling peanuts make them give u two times more than a regular click
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make less peanuts fall
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Limit the amount of levels you can get for the upgrade down to 100 per upgrade
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move the shop ui down to the bottom left
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add a shop feature at level 3
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add special effects when u click the peanut ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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make space1 cover the screen
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make the space1 asset the background
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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
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Make it so every 1000 click's u level up And add a level counter at the bottom right ranging from level 1-1000
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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; // Event handler for when a falling peanut is clicked 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 }); } }); // Give 2x more score than regular click (2x click power * level) var currentLevel = Math.min(100, Math.floor(LK.getScore() / 100) + 1); LK.setScore(LK.getScore() + clickPower * currentLevel * 2); 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); } }; // 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); } // Add Cloud123 as background var backgroundCloud = game.attachAsset('cloud123', { anchorX: 0.5, anchorY: 0.5, scaleX: 18.48, // Scale to cover full width (2048/100) scaleY: 27.32 // Scale to cover full height (2732/100) }); backgroundCloud.x = 2048 / 2; // Center horizontally backgroundCloud.y = 2732 / 2; // Center vertically // Start the game by spawning the first peanut spawnPeanut(); ;
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--- original.js
+++ change.js
@@ -388,9 +388,9 @@
// Add Cloud123 as background
var backgroundCloud = game.attachAsset('cloud123', {
anchorX: 0.5,
anchorY: 0.5,
- scaleX: 20.48,
+ scaleX: 18.48,
// Scale to cover full width (2048/100)
scaleY: 27.32 // Scale to cover full height (2732/100)
});
backgroundCloud.x = 2048 / 2; // Center horizontally