User prompt
Start with 0 dollar. 0 sales check the hud start values. Make new asset for stand upgrade. Make stand upgrade price 1 dollar for now for test. When we stand upgrade, change stand asset with upgradedstand asset.
User prompt
Start with 0 dollar and start with 1$ per lemonade. Remove button click animation keep same position and same size. Change affordable price color with green. Make easy economy for first 3 upgrade. Focus for first 10 min gameplay make it easy for grind after that.
User prompt
Move lemonade glass on stand 10 pixel verically.
User prompt
Put one lemonade glass on lemonade stand on top layer.
User prompt
Paying customer need to take lemonade on hands and leave with lemonade. We already have lemonade asset give them when they buy while leaving. And make lemonades first layer for seeable.
User prompt
Buttons need to 100 pixel vertically up. and make 5 pixel padding eachother horizontally.
User prompt
Make buttons %30 more small.
User prompt
Fix buttons vertically size because they stacking eachother. Keep align. Force them stay near by near.
User prompt
remove sun brightness effect. Make 2 times bigger buttons. and 2 times bigger prices.
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'fill')' in or related to this line: 'costText.style.fill = 0xFF0000; // Red when unaffordable' Line Number: 211
User prompt
Change price colors with orange. And if they can't buy set them red colors. remove outlines add shadow for prices. Make a sun on sky and make brightness effect like horizon. Make cloud speed 5x lower. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make bigger prices i cant see how much they are.
User prompt
All upgrade prices need to stay under the buttons. Each button has own price and we need to see them under the buttons near to near like buttons same position but horizontally downside.
User prompt
Move all houses 30 pixel vertically down. Make front layer fences. Move all buttons inside of bottom image but make all of them front layer and position them horizontally near to near and put their prices under them.
User prompt
Houses need to go down vertically 20 pixels. Fences need to go up vertically 20 pixels
User prompt
Change button colors no filter make them original image.
User prompt
Change color of bottom image make no filter, make beggie color
User prompt
Create the last added visual from scratch; do not use any existing button icon. Name it bottompart and make it a completely new image.
User prompt
Since the last added piece is covering the asphalt, reduce its height from the top by the height of the asphalt so that the asphalt remains visible.
User prompt
The final piece should be in the front layer, not in the back. Its bottom edge should not be rounded. It should completely cover the blue area on the screen so that no blue part is visible at all.
User prompt
The bottom part of the image should extend vertically to fill the entire lower part of the screen, but the top edge should stop exactly at the end of the asphalt and not go higher.
User prompt
Create a placeholder image for a game UI background section. Replace the entire bottom blue area of the given game screenshot with a solid brown section. The new brown section should have a smooth, clean, flat color (no texture). It should span horizontally across the entire screen width and have a visible border around it. The top of this brown section should reach up to the end of the asphalt road in the original image. Keep the design simple and minimal since it will be replaced later.
User prompt
Remove the production section from the HUD; we don’t need it anymore. Also, improve the other HUD elements to look more visually appealing and high quality. They should have a more polished and modern design. Faster production upgrade need to get faster my production speed. Make idle animation for customers soft and little moves. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
The problem is still not solved, so let's make the following change: Instead of being automatic, let us perform the sale manually by clicking on the lemonade stand. Each time we click, a circle (progress indicator) should appear and fill up within 2 seconds. Once it is full, the customer's transaction is complete and they leave the line. When the next customer moves forward to the front position, we click the stand again to process their sale. This way, the selling system becomes smooth and controlled by player clicks. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
After the first customer, when the second customer moves forward into the first customer’s position (the order area), they stop and do not place an order. The game gets stuck and freezes at this point, leaving everything stuck. This needs to be fixed immediately, so that each customer can properly place their order when they reach the front. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Customer = Container.expand(function () { var self = Container.call(this); var customerSprite = self.attachAsset('customer', { anchorX: 0.5, anchorY: 1.0 }); self.walkSpeed = 2; self.targetX = 0; self.targetY = 0; self.hasReachedStand = false; self.hasPurchased = false; self.isInQueue = false; self.queueIndex = -1; // Index in the customerQueue array self.orderStartTime = 0; self.orderDuration = 5000; // 5 seconds base order time // Create loading circle for order progress self.loadingCircle = new Container(); var loadingBg = LK.getAsset('coin', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.8 }); loadingBg.tint = 0x333333; self.loadingCircle.addChild(loadingBg); var loadingFill = LK.getAsset('coin', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.6, scaleY: 0.6 }); loadingFill.tint = 0x00FF00; loadingFill.alpha = 0; self.loadingCircle.addChild(loadingFill); self.loadingCircle.x = 0; self.loadingCircle.y = -160; self.loadingCircle.alpha = 0; self.addChild(self.loadingCircle); self.loadingFill = loadingFill; // Initialize idle animation properties self.idleTimer = 0; self.baseY = 0; self.isIdle = false; self.update = function () { // Only move if we have valid target coordinates var distanceX = Math.abs(self.x - self.targetX); var distanceY = Math.abs(self.y - self.targetY); if (distanceX > 5 || distanceY > 5) { // Moving - stop idle animation self.isIdle = false; // Move towards target if (self.x < self.targetX) { self.x += self.walkSpeed * gameSpeedMultiplier; } else if (self.x > self.targetX) { self.x -= self.walkSpeed * gameSpeedMultiplier; } if (self.y < self.targetY) { self.y += self.walkSpeed * gameSpeedMultiplier; } else if (self.y > self.targetY) { self.y -= self.walkSpeed * gameSpeedMultiplier; } } else { // Reached target position if (!self.isInQueue && !self.hasPurchased) { // Join the queue joinQueue(self); } else if (self.isInQueue && self.queueIndex === 0 && !self.hasReachedStand && !self.hasPurchased) { // First in queue, ready for manual sale self.hasReachedStand = true; } // Start idle animation when stationary if (!self.isIdle) { self.isIdle = true; self.baseY = self.y; self.idleTimer = 0; } // Gentle idle bobbing animation self.idleTimer += 0.05; self.y = self.baseY + Math.sin(self.idleTimer) * 3; } }; self.leaveStand = function () { var exitX = self.x < 1024 ? -100 : 2148; tween(self, { x: exitX }, { duration: 2000, onFinish: function onFinish() { self.destroy(); var index = customers.indexOf(self); if (index > -1) { customers.splice(index, 1); } } }); }; return self; }); var LemonadeGlass = Container.expand(function () { var self = Container.call(this); var glass = self.attachAsset('lemonadeGlass', { anchorX: 0.5, anchorY: 0.5 }); self.moveToCustomer = function (targetX, targetY, callback) { tween(self, { x: targetX, y: targetY }, { duration: 1000, easing: tween.easeOut, onFinish: callback }); }; return self; }); var LemonadeStand = Container.expand(function () { var self = Container.call(this); // Create stand graphics - use upgraded version if standLevel > 1 var assetName = standLevel > 1 ? 'upgradedstand' : 'lemonadeStand'; var standBase = self.attachAsset(assetName, { anchorX: 0.5, anchorY: 1.0 }); // Add menu table var menuTable = self.attachAsset('menuTable', { anchorX: 0.5, anchorY: 0.5, x: 150, y: -50 }); // Add price sign on menu table with bubble font style var signText = new Text2('$1.00', { size: 28, fill: 0x000000, font: "'Comic Sans MS', 'Chalkboard SE', cursive" }); signText.anchor.set(0.5, 0.5); signText.x = 150; signText.y = -50; self.addChild(signText); self.updateSign = function (price) { signText.setText('$' + price.toFixed(2)); }; return self; }); var UpgradeButton = Container.expand(function (upgradeData) { var self = Container.call(this); var button = self.attachAsset('upgradeButton', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.4, scaleY: 1.4 }); var titleText = new Text2(upgradeData.title, { size: 32, fill: 0xFFFFFF, font: "'Comic Sans MS', 'Chalkboard SE', cursive" }); titleText.anchor.set(0.5, 0.3); titleText.x = 0; titleText.y = -15; self.addChild(titleText); var costText = new Text2('$' + upgradeData.cost, { size: 72, fill: 0xFF8C00, font: "'Comic Sans MS', 'Chalkboard SE', cursive", dropShadow: true, dropShadowColor: 0x000000, dropShadowBlur: 3, dropShadowDistance: 2 }); costText.anchor.set(0.5, 0.0); costText.x = 0; costText.y = 60; self.addChild(costText); self.upgradeData = upgradeData; self.updateCost = function () { costText.setText('$' + self.upgradeData.cost.toFixed(0)); // Update price color based on affordability if (money >= self.upgradeData.cost) { costText.tint = 0x00FF00; // Green when affordable } else { costText.tint = 0xFF0000; // Red when unaffordable } // Remove tinting to show original button image colors button.tint = 0xFFFFFF; // Reset to original colors }; self.down = function (x, y, obj) { if (money >= self.upgradeData.cost) { money -= self.upgradeData.cost; self.upgradeData.apply(); self.upgradeData.cost *= 1.5; self.updateCost(); LK.getSound('upgrade').play(); // No animation - keep same size } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB }); /**** * Game Code ****/ // Game variables var money = storage.money || 0; var lemonadeCount = 0; // No longer stackable var salesCount = storage.salesCount || 0; var productionRate = storage.productionRate || 1500; // milliseconds per lemonade var currentPrice = storage.currentPrice || 1.0; var customerSpawnRate = storage.customerSpawnRate || 4000; var standLevel = storage.standLevel || 1; // Game arrays var customers = []; var lemonadeGlasses = []; // Speed boost variables var gameSpeedMultiplier = 1.0; var boostEndTime = 0; // Queue system variables var queuePositions = [{ x: 924, y: 1710 }, // Front of queue (closest to stand) { x: 824, y: 1710 }, // Second position { x: 724, y: 1710 }, // Third position { x: 624, y: 1710 }, // Fourth position { x: 524, y: 1710 } // Fifth position ]; var customerQueue = []; // Ordered array of customers in queue var maxQueueSize = 5; // Maximum customers allowed in queue // Production tracking for customers per minute var lastSaleTime = Date.now(); var salesHistory = []; var currentProductionRate = 0; // Create background environment // Sky background game.setBackgroundColor(0x87CEEB); // Add clouds with random positions var clouds = []; for (var c = 0; c < 6; c++) { var cloud = LK.getAsset('cloud', { anchorX: 0.5, anchorY: 0.5 }); cloud.x = Math.random() * 2500 - 200; cloud.y = 250 + Math.random() * 300; clouds.push(cloud); game.addChild(cloud); } // Add sun to sky var sun = LK.getAsset('sun', { anchorX: 0.5, anchorY: 0.5 }); sun.x = 1700; sun.y = 300; game.addChild(sun); // Start cloud animations with 5x slower speed function animateCloud(cloud) { var randomSpeed = (15000 + Math.random() * 10000) * 5; // 5x slower tween(cloud, { x: cloud.x + 2500 }, { duration: randomSpeed, easing: tween.linear, onFinish: function onFinish() { cloud.x = -250; cloud.y = 250 + Math.random() * 300; animateCloud(cloud); } }); } for (var c = 0; c < clouds.length; c++) { animateCloud(clouds[c]); } // Add houses in background var house1 = LK.getAsset('house', { anchorX: 0.5, anchorY: 1.0 }); house1.x = 200; house1.y = 1450; game.addChild(house1); var house2 = LK.getAsset('house', { anchorX: 0.5, anchorY: 1.0 }); house2.x = 600; house2.y = 1450; game.addChild(house2); var house3 = LK.getAsset('house', { anchorX: 0.5, anchorY: 1.0 }); house3.x = 1400; house3.y = 1450; game.addChild(house3); var house4 = LK.getAsset('house', { anchorX: 0.5, anchorY: 1.0 }); house4.x = 1800; house4.y = 1450; game.addChild(house4); // Add grass pattern var grassPattern = []; for (var g = 0; g < 5; g++) { var garden = LK.getAsset('garden', { anchorX: 0.0, anchorY: 1.0 }); garden.x = g * 512; garden.y = 1600; grassPattern.push(garden); game.addChild(garden); } // Add fences for each house (beginning and end with gaps) // House 1 fences (x: 200) var fence1a = LK.getAsset('fence', { anchorX: 0.5, anchorY: 1.0 }); fence1a.x = 50; fence1a.y = 1580; game.addChild(fence1a); var fence1b = LK.getAsset('fence', { anchorX: 0.5, anchorY: 1.0 }); fence1b.x = 350; fence1b.y = 1580; game.addChild(fence1b); // House 2 fences (x: 600) var fence2a = LK.getAsset('fence', { anchorX: 0.5, anchorY: 1.0 }); fence2a.x = 450; fence2a.y = 1580; game.addChild(fence2a); var fence2b = LK.getAsset('fence', { anchorX: 0.5, anchorY: 1.0 }); fence2b.x = 750; fence2b.y = 1580; game.addChild(fence2b); // House 3 fences (x: 1400) var fence3a = LK.getAsset('fence', { anchorX: 0.5, anchorY: 1.0 }); fence3a.x = 1250; fence3a.y = 1580; game.addChild(fence3a); var fence3b = LK.getAsset('fence', { anchorX: 0.5, anchorY: 1.0 }); fence3b.x = 1550; fence3b.y = 1580; game.addChild(fence3b); // House 4 fences (x: 1800) var fence4a = LK.getAsset('fence', { anchorX: 0.5, anchorY: 1.0 }); fence4a.x = 1650; fence4a.y = 1580; game.addChild(fence4a); var fence4b = LK.getAsset('fence', { anchorX: 0.5, anchorY: 1.0 }); fence4b.x = 1950; fence4b.y = 1580; game.addChild(fence4b); // Add beige background section covering entire bottom area var brownBackground = LK.getAsset('bottompart', { anchorX: 0.5, anchorY: 0.0 }); brownBackground.tint = 0xF5F5DC; // Beige color brownBackground.x = 1024; brownBackground.y = 2000; // Start below the asphalt road to keep it visible // Add asphalt road var asphalt = LK.getAsset('asphalt', { anchorX: 0.5, anchorY: 1.0 }); asphalt.x = 1024; asphalt.y = 2000; game.addChild(asphalt); // Add sidewalk pattern var sidewalkPattern = []; for (var s = 0; s < 5; s++) { var sidewalk = LK.getAsset('sidewalk', { anchorX: 0.0, anchorY: 1.0 }); sidewalk.x = s * 555; sidewalk.y = 1710; sidewalkPattern.push(sidewalk); game.addChild(sidewalk); } // Create lemonade stand var lemonadeStand = game.addChild(new LemonadeStand()); lemonadeStand.x = 1024; lemonadeStand.y = 1700; // Add manual selling variables var isProcessingSale = false; var saleProgressCircle = null; // Add click handler for manual selling lemonadeStand.down = function (x, y, obj) { // Only process if there's a customer at front of queue and we're not already processing if (customerQueue.length > 0 && !isProcessingSale && lemonadeCount > 0) { var frontCustomer = customerQueue[0]; if (frontCustomer && frontCustomer.hasReachedStand && !frontCustomer.hasPurchased) { startManualSale(frontCustomer); } } }; // Create HUD elements // Create modern HUD container with background var hudContainer = new Container(); hudContainer.x = 120; hudContainer.y = 40; LK.gui.topLeft.addChild(hudContainer); // Add semi-transparent background panel var hudBackground = LK.getAsset('upgradeButton', { anchorX: 0, anchorY: 0, scaleX: 1.2, scaleY: 0.8 }); hudBackground.tint = 0x000000; hudBackground.alpha = 0.3; hudContainer.addChild(hudBackground); var moneyText = new Text2('💰 $' + money.toFixed(2), { size: 52, fill: 0xFFD700, font: "'Comic Sans MS', 'Chalkboard SE', cursive", stroke: 0x000000, strokeThickness: 4 }); moneyText.anchor.set(0, 0); moneyText.x = 20; moneyText.y = 15; hudContainer.addChild(moneyText); var lemonadeText = new Text2('🏆 ' + salesCount + ' Sales', { size: 52, fill: 0x00FF88, font: "'Comic Sans MS', 'Chalkboard SE', cursive", stroke: 0x000000, strokeThickness: 4 }); lemonadeText.anchor.set(0, 0); lemonadeText.x = 20; lemonadeText.y = 80; hudContainer.addChild(lemonadeText); var customerRateText = new Text2('⚡ 0/min served', { size: 42, fill: 0xFF6B35, font: "'Comic Sans MS', 'Chalkboard SE', cursive", stroke: 0x000000, strokeThickness: 3 }); customerRateText.anchor.set(0, 0); customerRateText.x = 20; customerRateText.y = 145; hudContainer.addChild(customerRateText); // Create upgrade menu var upgradeMenu = new Container(); upgradeMenu.x = 1024; upgradeMenu.y = 2400; // Move up 100 pixels from 2500 to 2400 game.addChild(upgradeMenu); // Upgrade definitions var upgrades = [{ title: "Faster Production", cost: 5, apply: function apply() { productionRate *= 0.7; updateHUD(); } }, { title: "Better Recipe", cost: 15, apply: function apply() { currentPrice += 0.3; lemonadeStand.updateSign(currentPrice); } }, { title: "Marketing", cost: 30, apply: function apply() { customerSpawnRate *= 0.75; } }, { title: "Stand Upgrade", cost: 1, apply: function apply() { standLevel++; // Replace stand asset with upgraded version var currentX = lemonadeStand.x; var currentY = lemonadeStand.y; game.removeChild(lemonadeStand); lemonadeStand = game.addChild(new LemonadeStand()); lemonadeStand.x = currentX; lemonadeStand.y = currentY; lemonadeStand.updateSign(currentPrice); // Add click handler for manual selling lemonadeStand.down = function (x, y, obj) { // Only process if there's a customer at front of queue and we're not already processing if (customerQueue.length > 0 && !isProcessingSale && lemonadeCount > 0) { var frontCustomer = customerQueue[0]; if (frontCustomer && frontCustomer.hasReachedStand && !frontCustomer.hasPurchased) { startManualSale(frontCustomer); } } }; } }]; // Create upgrade buttons for (var i = 0; i < upgrades.length; i++) { var upgradeButton = new UpgradeButton(upgrades[i]); upgradeButton.x = (i - 1.5) * 425; // Button width (300 * 1.4 = 420) + 5 pixel padding = 425 upgradeButton.y = 0; // Keep buttons aligned horizontally upgradeMenu.addChild(upgradeButton); } // Timers var lastProductionTime = Date.now(); var lastCustomerTime = Date.now(); // We'll handle timing manually in update loop for speed boost // Auto-save timer var saveTimer = LK.setInterval(function () { saveGame(); }, 5000); function updateHUD() { moneyText.setText('💰 $' + money.toFixed(2)); lemonadeText.setText('🏆 ' + salesCount + ' Sales'); customerRateText.setText('⚡ ' + calculateCustomerRate() + '/min served'); // Update upgrade buttons for (var i = 0; i < upgradeMenu.children.length; i++) { upgradeMenu.children[i].updateCost(); } } function joinQueue(customer) { // Check if customer is already in queue to prevent duplicates if (customerQueue.indexOf(customer) !== -1) { return; } // Only add if there's an available position and under max limit if (customerQueue.length < maxQueueSize && customerQueue.length < queuePositions.length) { customerQueue.push(customer); customer.isInQueue = true; customer.queueIndex = customerQueue.length - 1; // Assign specific position immediately var positionIndex = customerQueue.length - 1; customer.targetX = queuePositions[positionIndex].x; customer.targetY = queuePositions[positionIndex].y; } } function leaveQueue(customer) { var index = customerQueue.indexOf(customer); if (index !== -1) { customerQueue.splice(index, 1); customer.isInQueue = false; customer.queueIndex = -1; // Update queue positions for remaining customers updateQueuePositions(); } } function updateQueuePositions() { // Reassign positions based on current queue order for (var i = 0; i < customerQueue.length; i++) { var customer = customerQueue[i]; customer.queueIndex = i; if (i < queuePositions.length) { customer.targetX = queuePositions[i].x; customer.targetY = queuePositions[i].y; } } } function calculateCustomerRate() { if (salesHistory.length < 2) { return 0; } var timeSpan = salesHistory[salesHistory.length - 1] - salesHistory[0]; var salesInSpan = salesHistory.length; if (timeSpan > 0) { return (salesInSpan / (timeSpan / 60000)).toFixed(1); } return 0; } function spawnCustomer() { // Don't spawn if queue is full if (customerQueue.length >= maxQueueSize) { return; } var customer = new Customer(); var startSide = Math.random() < 0.5 ? 0 : 1; if (startSide === 0) { customer.x = -100; customer.targetX = queuePositions[customerQueue.length].x - 100; } else { customer.x = 2148; customer.targetX = queuePositions[customerQueue.length].x + 100; } customer.y = 1710; customer.targetY = 1710; customers.push(customer); game.addChild(customer); } function startManualSale(customer) { isProcessingSale = true; // Create progress circle saleProgressCircle = new Container(); // Background circle var progressBg = LK.getAsset('coin', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 }); progressBg.tint = 0x333333; progressBg.alpha = 0.8; saleProgressCircle.addChild(progressBg); // Progress fill circle var progressFill = LK.getAsset('coin', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.1, scaleY: 0.1 }); progressFill.tint = 0x00FF00; saleProgressCircle.addChild(progressFill); // Position above the stand saleProgressCircle.x = lemonadeStand.x; saleProgressCircle.y = lemonadeStand.y - 300; game.addChild(saleProgressCircle); // Animate the progress fill over 2 seconds tween(progressFill, { scaleX: 1.8, scaleY: 1.8 }, { duration: 2000, easing: tween.linear, onFinish: function onFinish() { completeManualSale(customer); } }); } function completeManualSale(customer) { // Complete the customer's purchase if (customer && !customer.hasPurchased && customer.queueIndex === 0) { customer.hasPurchased = true; customer.hasReachedStand = false; lemonadeCount = 0; // Used up the ready lemonade salesCount++; money += currentPrice; // Track sale time for production rate calculation salesHistory.push(Date.now()); if (salesHistory.length > 10) { salesHistory.shift(); } LK.getSound('cashRegister').play(); // Create lemonade glass for customer var lemonadeGlass = new LemonadeGlass(); lemonadeGlass.x = lemonadeStand.x; lemonadeGlass.y = lemonadeStand.y - 50; game.addChild(lemonadeGlass); lemonadeGlasses.push(lemonadeGlass); // Move lemonade to customer's hand position lemonadeGlass.moveToCustomer(customer.x, customer.y - 80, function () { // Keep lemonade with customer while they leave customer.addChild(lemonadeGlass); lemonadeGlass.x = 20; // Offset from customer center lemonadeGlass.y = -80; // Above customer }); // Show coin animation var coin = new Container(); var coinSprite = coin.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); coin.x = customer.x; coin.y = customer.y - 100; game.addChild(coin); tween(coin, { y: coin.y - 100, alpha: 0 }, { duration: 1500, onFinish: function onFinish() { coin.destroy(); } }); // Remove from queue and advance other customers leaveQueue(customer); // Customer leaves after purchase LK.setTimeout(function () { customer.leaveStand(); }, 1000); } // Clean up progress circle if (saleProgressCircle) { saleProgressCircle.destroy(); saleProgressCircle = null; } isProcessingSale = false; } function saveGame() { storage.money = money; storage.salesCount = salesCount; storage.productionRate = productionRate; storage.currentPrice = currentPrice; storage.customerSpawnRate = customerSpawnRate; storage.standLevel = standLevel; } // Game update loop game.update = function () { // Check if speed boost should end if (Date.now() > boostEndTime) { gameSpeedMultiplier = 1.0; } var currentTime = Date.now(); // Handle production timer with speed boost - always have lemonade ready if (currentTime - lastProductionTime >= productionRate / gameSpeedMultiplier) { lemonadeCount = 1; // Always have one ready lastProductionTime = currentTime; } // Handle customer spawn timer with speed boost if (currentTime - lastCustomerTime >= customerSpawnRate / gameSpeedMultiplier) { spawnCustomer(); lastCustomerTime = currentTime; } // Update customers with speed boost for (var i = customers.length - 1; i >= 0; i--) { if (customers[i] && customers[i].update) { // Apply speed boost to customer walk speed customers[i].walkSpeed = 2 * gameSpeedMultiplier; customers[i].update(); } } // Update HUD every 30 frames (0.5 seconds) if (LK.ticks % 30 === 0) { updateHUD(); } // Ensure lemonade glasses are always on top layer for visibility for (var l = 0; l < lemonadeGlasses.length; l++) { if (lemonadeGlasses[l] && lemonadeGlasses[l].parent === game) { game.addChild(lemonadeGlasses[l]); // Brings to front } } }; // Add brown background to front layer to ensure it covers all blue areas game.addChild(brownBackground); // Bring all fences to front layer game.addChild(fence1a); game.addChild(fence1b); game.addChild(fence2a); game.addChild(fence2b); game.addChild(fence3a); game.addChild(fence3b); game.addChild(fence4a); game.addChild(fence4b); // Bring upgrade menu to front layer game.addChild(upgradeMenu); // Add one lemonade glass on lemonade stand on top layer var standLemonadeGlass = new LemonadeGlass(); standLemonadeGlass.x = lemonadeStand.x; standLemonadeGlass.y = lemonadeStand.y - 160; // Position on top of stand, moved 10 pixels up game.addChild(standLemonadeGlass); lemonadeGlasses.push(standLemonadeGlass); // Initial setup lemonadeStand.updateSign(currentPrice); updateHUD();
===================================================================
--- original.js
+++ change.js
@@ -124,10 +124,11 @@
return self;
});
var LemonadeStand = Container.expand(function () {
var self = Container.call(this);
- // Create stand graphics
- var standBase = self.attachAsset('lemonadeStand', {
+ // Create stand graphics - use upgraded version if standLevel > 1
+ var assetName = standLevel > 1 ? 'upgradedstand' : 'lemonadeStand';
+ var standBase = self.attachAsset(assetName, {
anchorX: 0.5,
anchorY: 1.0
});
// Add menu table
@@ -527,13 +528,29 @@
customerSpawnRate *= 0.75;
}
}, {
title: "Stand Upgrade",
- cost: 400,
+ cost: 1,
apply: function apply() {
standLevel++;
- lemonadeStand.scale.x = 1 + standLevel * 0.1;
- lemonadeStand.scale.y = 1 + standLevel * 0.1;
+ // Replace stand asset with upgraded version
+ var currentX = lemonadeStand.x;
+ var currentY = lemonadeStand.y;
+ game.removeChild(lemonadeStand);
+ lemonadeStand = game.addChild(new LemonadeStand());
+ lemonadeStand.x = currentX;
+ lemonadeStand.y = currentY;
+ lemonadeStand.updateSign(currentPrice);
+ // Add click handler for manual selling
+ lemonadeStand.down = function (x, y, obj) {
+ // Only process if there's a customer at front of queue and we're not already processing
+ if (customerQueue.length > 0 && !isProcessingSale && lemonadeCount > 0) {
+ var frontCustomer = customerQueue[0];
+ if (frontCustomer && frontCustomer.hasReachedStand && !frontCustomer.hasPurchased) {
+ startManualSale(frontCustomer);
+ }
+ }
+ };
}
}];
// Create upgrade buttons
for (var i = 0; i < upgrades.length; i++) {
Standart coin. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
clear
Lemonade glass. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Lemonade stand. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Cloud. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Grassy garden. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Asphalt. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Tiny house. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
rounded fund button, no text. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Wooden table menu. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Sidewalk stones. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
White garden fence. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Mobile game style bottom menu background with borders vector. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
White fill Lemonade truck with tires, with lemonade stand space on behind, door, windows, white color fill. . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Sun. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat