User prompt
Add a new upgrade button
User prompt
make it so that if the tree increases in level, it does not go back one level if it does not have enough points
User prompt
Uptade tree image
User prompt
you always forget that ITEMS HAVE TO RENDER AFTER BG 2 APPEARS
User prompt
Fix background change
User prompt
Uptade tree to work functions.
User prompt
the tree does not grow
User prompt
No storage āŖš” Consider importing and using the following plugins: @upit/storage.v1
User prompt
I cant buy upgrades
User prompt
The tree dont grow
User prompt
When you return to the game, the game says welcome again!
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB
});
/****
* Game Code
****/
// Add background image to the game
var background = LK.getAsset('bg1', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
game.addChild(background);
// Function to increment points based on pointsPerSecond
function incrementPoints() {
points += pointsPerSecond;
pointsText.setText('Points: ' + points);
if (points >= 1550 && !backgroundChanged) {
var newBackground = LK.getAsset('Bg2', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
});
game.removeChild(background);
background = newBackground;
game.addChild(background);
// Re-add all game elements to ensure they render on top of the new background
game.removeChild(treeSeedling);
game.addChild(treeSeedling);
game.removeChild(upgradeButton);
game.addChild(upgradeButton);
game.removeChild(upgradeNameText);
game.addChild(upgradeNameText);
game.removeChild(upgradeCostText);
game.addChild(upgradeCostText);
game.removeChild(upgradeButton2);
game.addChild(upgradeButton2);
game.removeChild(upgradeNameText2);
game.addChild(upgradeNameText2);
game.removeChild(upgradeCostText2);
game.addChild(upgradeCostText2);
game.removeChild(upgradeButton3);
game.addChild(upgradeButton3);
game.removeChild(upgradeNameText3);
game.addChild(upgradeNameText3);
game.removeChild(upgradeCostText3);
game.addChild(upgradeCostText3);
game.removeChild(upgradeButton4);
game.addChild(upgradeButton4);
game.removeChild(upgradeNameText4);
game.addChild(upgradeNameText4);
game.removeChild(upgradeCostText4);
game.addChild(upgradeCostText4);
backgroundChanged = true;
} else if (points >= 1000000 && currentTreeLevel < 4) {
treeGrowthStageText.setText('Growth Stage: Colossal');
var newTree = LK.getAsset('Colossal_tree', {
anchorX: 0.5,
anchorY: 1.0,
x: 2048 / 2,
y: 2732
});
game.removeChild(treeSeedling);
treeSeedling = newTree;
game.addChild(treeSeedling);
treeSeedling.down = function (x, y, obj) {
points += 1;
LK.getSound('Click').play();
pointsText.setText('Points: ' + points);
LK.effects.flashObject(treeSeedling, 0x000000, 500);
};
currentTreeLevel = 4;
} else if (points >= 100000 && currentTreeLevel < 3) {
treeGrowthStageText.setText('Growth Stage: Giant');
var newTree = LK.getAsset('Giant_tree', {
anchorX: 0.5,
anchorY: 1.0,
x: 2048 / 2,
y: 2732
});
game.removeChild(treeSeedling);
treeSeedling = newTree;
game.addChild(treeSeedling);
treeSeedling.down = function (x, y, obj) {
points += 1;
LK.getSound('Click').play();
pointsText.setText('Points: ' + points);
LK.effects.flashObject(treeSeedling, 0x000000, 500);
};
currentTreeLevel = 3;
} else if (points >= 29000 && currentTreeLevel < 2) {
treeGrowthStageText.setText('Growth Stage: Big');
var newTree = LK.getAsset('Tree_big', {
anchorX: 0.5,
anchorY: 1.0,
x: 2048 / 2,
y: 2732
});
game.removeChild(treeSeedling);
treeSeedling = newTree;
game.addChild(treeSeedling);
treeSeedling.down = function (x, y, obj) {
points += 1;
LK.getSound('Click').play();
pointsText.setText('Points: ' + points);
LK.effects.flashObject(treeSeedling, 0x000000, 500);
};
currentTreeLevel = 2;
} else if (points >= 1000 && currentTreeLevel < 1) {
treeGrowthStageText.setText('Growth Stage: Normal');
var newTree = LK.getAsset('Tree_normal', {
anchorX: 0.5,
anchorY: 1.0,
x: 2048 / 2,
y: 2732
});
game.removeChild(treeSeedling);
treeSeedling = newTree;
game.addChild(treeSeedling);
treeSeedling.down = function (x, y, obj) {
points += 1;
LK.getSound('Click').play();
pointsText.setText('Points: ' + points);
LK.effects.flashObject(treeSeedling, 0x000000, 500);
};
currentTreeLevel = 1;
} else if (currentTreeLevel == 0) {
treeGrowthStageText.setText('Growth Stage: Seedling');
if (treeSeedling.width !== 280) {
var newTree = LK.getAsset('tree', {
anchorX: 0.5,
anchorY: 1.0,
x: 2048 / 2,
y: 2732
});
game.removeChild(treeSeedling);
treeSeedling = newTree;
game.addChild(treeSeedling);
treeSeedling.down = function (x, y, obj) {
points += 1;
LK.getSound('Click').play();
pointsText.setText('Points: ' + points);
LK.effects.flashObject(treeSeedling, 0x000000, 500);
};
}
}
}
// Set an interval to call incrementPoints every second
LK.setInterval(incrementPoints, 1000);
// Function to determine the growth stage based on the size of the tree asset
function getTreeGrowthStage(treeAsset) {
var size = treeAsset.width * treeAsset.height;
if (size >= 800 * 765.63) {
return 'Colossal';
} else if (size >= 500 * 500) {
return 'Giant';
} else if (size >= 250 * 259.11) {
return 'Big';
} else if (size >= 100 * 111.79) {
return 'Normal';
} else {
return 'Seedling';
}
}
// Retrieve the tree seedling asset and place it at the bottom of the screen
var treeSeedling = LK.getAsset('tree', {
anchorX: 0.5,
anchorY: 1.0,
x: 2048 / 2,
y: 2732
});
game.addChild(treeSeedling);
// Retrieve the upgrade button asset and place it at the middle-right of the screen
var upgradeButton = LK.getAsset('Upgrade_button', {
anchorX: 1.0,
anchorY: 0.5,
x: 2048 - 50,
y: 2732 / 2
});
game.addChild(upgradeButton);
// Create a Text2 object to display the name 'watering can' above the upgrade button
var upgradeNameText = new Text2('watering can', {
size: 50,
fill: 0xFFFFFF
});
upgradeNameText.anchor.set(0.5, 1.0);
upgradeNameText.x = upgradeButton.x - upgradeButton.width / 2;
upgradeNameText.y = upgradeButton.y - upgradeButton.height / 2 - 10;
game.addChild(upgradeNameText);
// Create a Text2 object to display the cost above the upgrade button
var upgradeCostText = new Text2('Cost: 100', {
size: 40,
fill: 0xFFFFFF
});
upgradeCostText.anchor.set(0.5, 1.0);
upgradeCostText.x = upgradeButton.x - upgradeButton.width / 2;
upgradeCostText.y = upgradeNameText.y - 40;
game.addChild(upgradeCostText);
// Retrieve the second upgrade button asset and place it below the first upgrade button
var upgradeButton2 = LK.getAsset('Upgrade_button2', {
anchorX: 1.0,
anchorY: 0.5,
x: 2048 - 50,
y: 2732 / 2 + 400
});
game.addChild(upgradeButton2);
// Create a Text2 object to display the name 'fertilizer' above the second upgrade button
var upgradeNameText2 = new Text2('fertilizer', {
size: 50,
fill: 0xFFFFFF
});
upgradeNameText2.anchor.set(0.5, 1.0);
upgradeNameText2.x = upgradeButton2.x - upgradeButton2.width / 2;
upgradeNameText2.y = upgradeButton2.y - upgradeButton2.height / 2 - 10;
game.addChild(upgradeNameText2);
// Create a Text2 object to display the cost above the second upgrade button
var upgradeCostText2 = new Text2('Cost: 200', {
size: 40,
fill: 0xFFFFFF
});
upgradeCostText2.anchor.set(0.5, 1.0);
upgradeCostText2.x = upgradeButton2.x - upgradeButton2.width / 2;
upgradeCostText2.y = upgradeNameText2.y - 40;
game.addChild(upgradeCostText2);
// Add touch event to upgradeButton
upgradeButton.down = function (x, y, obj) {
// Logic for upgrading the tree
console.log("Upgrade button pressed");
// Apply drop effect
LK.effects.flashObject(upgradeButton, 0x000000, 500);
if (points >= upgradeCost) {
LK.getSound('Buy_upgrade').play();
points -= upgradeCost;
upgradeCost *= 1.5; // Increase the cost by 50%
upgradeCostText.setText('Cost: ' + Math.ceil(upgradeCost));
pointsText.setText('Points: ' + points);
// Increase points per second
pointsPerSecond += 1;
// Additional logic for upgrading the tree can be added here
} else {
console.log("Not enough points to upgrade");
LK.getSound('insufficient_sound').play();
}
};
// Retrieve the third upgrade button asset and place it below the second upgrade button
var upgradeButton3 = LK.getAsset('Upgrade_button_3', {
anchorX: 1.0,
anchorY: 0.5,
x: 2048 - 50,
y: 2732 / 2 + 800
});
game.addChild(upgradeButton3);
// Create a Text2 object to display the name 'soil' above the third upgrade button
var upgradeNameText3 = new Text2('soil', {
size: 50,
fill: 0xFFFFFF
});
upgradeNameText3.anchor.set(0.5, 1.0);
upgradeNameText3.x = upgradeButton3.x - upgradeButton3.width / 2;
upgradeNameText3.y = upgradeButton3.y - upgradeButton3.height / 2 - 10;
game.addChild(upgradeNameText3);
// Create a Text2 object to display the cost above the third upgrade button
var upgradeCostText3 = new Text2('Cost: 1000', {
size: 40,
fill: 0xFFFFFF
});
upgradeCostText3.anchor.set(0.5, 1.0);
upgradeCostText3.x = upgradeButton3.x - upgradeButton3.width / 2;
upgradeCostText3.y = upgradeNameText3.y - 40;
game.addChild(upgradeCostText3);
// Retrieve the fourth upgrade button asset and place it below the third upgrade button
var upgradeButton4 = LK.getAsset('Upgrade_button4', {
anchorX: 1.0,
anchorY: 0.5,
x: 2048 - 50,
y: 2732 / 2 + 1200
});
game.addChild(upgradeButton4);
// Create a Text2 object to display the name 'sunlight' above the fourth upgrade button
var upgradeNameText4 = new Text2('sunlight', {
size: 50,
fill: 0xFFFFFF
});
upgradeNameText4.anchor.set(0.5, 1.0);
upgradeNameText4.x = upgradeButton4.x - upgradeButton4.width / 2;
upgradeNameText4.y = upgradeButton4.y - upgradeButton4.height / 2 - 10;
game.addChild(upgradeNameText4);
// Create a Text2 object to display the cost above the fourth upgrade button
var upgradeCostText4 = new Text2('Cost: 5000', {
size: 40,
fill: 0xFFFFFF
});
upgradeCostText4.anchor.set(0.5, 1.0);
upgradeCostText4.x = upgradeButton4.x - upgradeButton4.width / 2;
upgradeCostText4.y = upgradeNameText4.y - 40;
game.addChild(upgradeCostText4);
// Add touch event to upgradeButton4
upgradeButton4.down = function (x, y, obj) {
// Logic for upgrading the tree
console.log("Upgrade button 4 pressed");
// Apply drop effect
LK.effects.flashObject(upgradeButton4, 0x000000, 500);
if (points >= upgradeCost4) {
LK.getSound('Buy_upgrade_3').play();
points -= upgradeCost4;
upgradeCost4 *= 3; // Increase the cost by 200%
upgradeCostText4.setText('Cost: ' + Math.ceil(upgradeCost4));
pointsText.setText('Points: ' + points);
// Increase points per second
pointsPerSecond += 50; // UpgradeButton4 gives even more points per second
// Additional logic for upgrading the tree can be added here
} else {
console.log("Not enough points to upgrade");
LK.getSound('insufficient_sound').play();
}
};
// Add touch event to upgradeButton3
upgradeButton3.down = function (x, y, obj) {
// Logic for upgrading the tree
console.log("Upgrade button 3 pressed");
// Apply drop effect
LK.effects.flashObject(upgradeButton3, 0x000000, 500);
if (points >= upgradeCost3) {
LK.getSound('Buy_upgrade_3').play();
points -= upgradeCost3;
upgradeCost3 *= 2; // Increase the cost by 100%
upgradeCostText3.setText('Cost: ' + Math.ceil(upgradeCost3));
pointsText.setText('Points: ' + points);
// Increase points per second
pointsPerSecond += 15; // UpgradeButton3 gives more points per second
// Additional logic for upgrading the tree can be added here
} else {
console.log("Not enough points to upgrade");
LK.getSound('insufficient_sound').play();
}
};
// Add touch event to upgradeButton2
upgradeButton2.down = function (x, y, obj) {
// Logic for upgrading the tree
console.log("Upgrade button 2 pressed");
// Apply drop effect
LK.effects.flashObject(upgradeButton2, 0x000000, 500);
if (points >= upgradeCost2) {
LK.getSound('Buy_upgrade_2').play();
points -= upgradeCost2;
upgradeCost2 *= 2; // Increase the cost by 100%
upgradeCostText2.setText('Cost: ' + Math.ceil(upgradeCost2));
pointsText.setText('Points: ' + points);
// Increase points per second
pointsPerSecond += 3; // UpgradeButton2 gives more points per second
// Additional logic for upgrading the tree can be added here
} else {
console.log("Not enough points to upgrade");
LK.getSound('insufficient_sound').play();
}
};
// Add touch event to treeSeedling
treeSeedling.down = function (x, y, obj) {
// Increase points
points += 1;
LK.getSound('Click').play();
pointsText.setText('Points: ' + points);
// Apply drop effect
LK.effects.flashObject(treeSeedling, 0x000000, 500);
};
// Variable to track the growth stage of the tree
var treeGrowthStage = getTreeGrowthStage(treeSeedling);
// Variable to track points
var points = 0;
// Variable to track the cost of the first upgrade
var upgradeCost = 100;
// Variable to track the cost of the second upgrade
var upgradeCost2 = 200;
// Variable to track points per second
var pointsPerSecond = 0;
// Variable to track the cost of the third upgrade
var upgradeCost3 = 1000;
// Variable to track the cost of the fourth upgrade
var upgradeCost4 = 5000;
// Variable to track if background has been changed
var backgroundChanged = false;
// Variable to track current tree level to prevent downgrade
var currentTreeLevel = 0; // 0=Seedling, 1=Normal, 2=Big, 3=Giant, 4=Colossal
// Function to update the X position of points
function updatePointsX(newX) {
pointsText.x = newX;
}
// Function to update the Y position of points
function updatePointsY(newY) {
pointsText.y = newY;
}
// Create a Text2 object to display the tree growth stage
var treeGrowthStageText = new Text2('Growth Stage: ' + getTreeGrowthStage(treeSeedling), {
size: 100,
fill: 0xFFFFFF
});
// Create a Text2 object to display the points
var pointsText = new Text2('Points: ' + points, {
size: 100,
fill: 0xFFFFFF
});
pointsText.anchor.set(0.5, -1);
LK.gui.top.addChild(pointsText);
// Set the anchor point to the center of the top edge
treeGrowthStageText.anchor.set(0.5, 0);
// Position the text at the top-center of the screen
LK.gui.top.addChild(treeGrowthStageText);
; ===================================================================
--- original.js
+++ change.js
@@ -50,8 +50,14 @@
game.removeChild(upgradeNameText3);
game.addChild(upgradeNameText3);
game.removeChild(upgradeCostText3);
game.addChild(upgradeCostText3);
+ game.removeChild(upgradeButton4);
+ game.addChild(upgradeButton4);
+ game.removeChild(upgradeNameText4);
+ game.addChild(upgradeNameText4);
+ game.removeChild(upgradeCostText4);
+ game.addChild(upgradeCostText4);
backgroundChanged = true;
} else if (points >= 1000000 && currentTreeLevel < 4) {
treeGrowthStageText.setText('Growth Stage: Colossal');
var newTree = LK.getAsset('Colossal_tree', {
@@ -267,8 +273,54 @@
upgradeCostText3.anchor.set(0.5, 1.0);
upgradeCostText3.x = upgradeButton3.x - upgradeButton3.width / 2;
upgradeCostText3.y = upgradeNameText3.y - 40;
game.addChild(upgradeCostText3);
+// Retrieve the fourth upgrade button asset and place it below the third upgrade button
+var upgradeButton4 = LK.getAsset('Upgrade_button4', {
+ anchorX: 1.0,
+ anchorY: 0.5,
+ x: 2048 - 50,
+ y: 2732 / 2 + 1200
+});
+game.addChild(upgradeButton4);
+// Create a Text2 object to display the name 'sunlight' above the fourth upgrade button
+var upgradeNameText4 = new Text2('sunlight', {
+ size: 50,
+ fill: 0xFFFFFF
+});
+upgradeNameText4.anchor.set(0.5, 1.0);
+upgradeNameText4.x = upgradeButton4.x - upgradeButton4.width / 2;
+upgradeNameText4.y = upgradeButton4.y - upgradeButton4.height / 2 - 10;
+game.addChild(upgradeNameText4);
+// Create a Text2 object to display the cost above the fourth upgrade button
+var upgradeCostText4 = new Text2('Cost: 5000', {
+ size: 40,
+ fill: 0xFFFFFF
+});
+upgradeCostText4.anchor.set(0.5, 1.0);
+upgradeCostText4.x = upgradeButton4.x - upgradeButton4.width / 2;
+upgradeCostText4.y = upgradeNameText4.y - 40;
+game.addChild(upgradeCostText4);
+// Add touch event to upgradeButton4
+upgradeButton4.down = function (x, y, obj) {
+ // Logic for upgrading the tree
+ console.log("Upgrade button 4 pressed");
+ // Apply drop effect
+ LK.effects.flashObject(upgradeButton4, 0x000000, 500);
+ if (points >= upgradeCost4) {
+ LK.getSound('Buy_upgrade_3').play();
+ points -= upgradeCost4;
+ upgradeCost4 *= 3; // Increase the cost by 200%
+ upgradeCostText4.setText('Cost: ' + Math.ceil(upgradeCost4));
+ pointsText.setText('Points: ' + points);
+ // Increase points per second
+ pointsPerSecond += 50; // UpgradeButton4 gives even more points per second
+ // Additional logic for upgrading the tree can be added here
+ } else {
+ console.log("Not enough points to upgrade");
+ LK.getSound('insufficient_sound').play();
+ }
+};
// Add touch event to upgradeButton3
upgradeButton3.down = function (x, y, obj) {
// Logic for upgrading the tree
console.log("Upgrade button 3 pressed");
@@ -328,8 +380,10 @@
// Variable to track points per second
var pointsPerSecond = 0;
// Variable to track the cost of the third upgrade
var upgradeCost3 = 1000;
+// Variable to track the cost of the fourth upgrade
+var upgradeCost4 = 5000;
// Variable to track if background has been changed
var backgroundChanged = false;
// Variable to track current tree level to prevent downgrade
var currentTreeLevel = 0; // 0=Seedling, 1=Normal, 2=Big, 3=Giant, 4=Colossal
Tree. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Giant_tree. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
panel. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
close button. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Sticker_approved_code. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
watering can button. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
fertilizer button. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
soil button. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
bg of rocks waterfall. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
nighttime scene or a different landscape altogether, such as a forest, desert, or underwater setting. The choice of `bg2` would depend on the narrative or progression of the game, offering variety and enhancing the player's experience by changing the visual context as they advance.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Sun button. In-Game asset. 2d. High contrast. No shadows