User prompt
the tree does not grow
User prompt
No storage ↪💡 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!
User prompt
When you return to the game, the game says welcome!
User prompt
make the game also save your progress ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
The bg is not chanching
User prompt
make it so Event Handling**: The tree have an event handler for when they are tapped. This handler creates a clone of the tree
User prompt
when you get 1550 points, the bg changes to bg 2
User prompt
Add the bg
User prompt
make the soil 15 points per second
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Add the custom buy upgrade to upgrade 3
User prompt
Please fix the bug: 'Uncaught ReferenceError: upgradeCost3 is not defined' in or related to this line: 'if (points >= upgradeCost3) {' Line Number: 181
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put upgrade 3 below the second one. upgrade 3 is named soil. And costs 1000
User prompt
make the tree asset change depending on the tree's growth stage
User prompt
Okay, both upgrades are broken, if I buy one, I can't buy the other, if I buy another, I can't buy the other, fix them both
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Why i cant buy the watering can? fix this
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1000 points = normal tree. 29000 points = big tree. 100000 = giant tree. 1 million = colossal tree
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I'm not able to buy the upgrade more often
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make the screen not flicker or grow stage if the upgrade had already taken place once
User prompt
upgrade 2 doesn't get out of cost 300 fix it
User prompt
I can't click on the assets tree
User prompt
Add logic tô tree normal
User prompt
Add logic tô tree normal
/**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB }); /**** * Game Code ****/ // Function to increment points based on pointsPerSecond function incrementPoints() { points += pointsPerSecond; pointsText.setText('Points: ' + points); // Check if points have reached the threshold for normal tree stage if (points >= 100 && treeGrowthStage === 'Seedling') { // Change tree stage to normal tree treeSeedling.destroy(); treeSeedling = LK.getAsset('Tree_normal', { anchorX: 0.5, anchorY: 1.0, x: 2048 / 2, y: 2732 }); game.addChild(treeSeedling); treeGrowthStage = 'Normal'; treeGrowthStageText.setText('Growth Stage: ' + treeGrowthStage); } } // 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(); } }; // 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 >= 200) { LK.getSound('Buy_upgrade_2').play(); points -= 200; upgradeCostText2.setText('Cost: ' + Math.ceil(200 * 1.5)); pointsText.setText('Points: ' + points); // Increase points per second pointsPerSecond += 3; // UpgradeButton2 gives more points per second // Flash screen white for 500ms LK.effects.flashScreen(0xFFFFFF, 500); // Change tree stage to normal tree treeSeedling.destroy(); treeSeedling = LK.getAsset('Tree_normal', { anchorX: 0.5, anchorY: 1.0, x: 2048 / 2, y: 2732 }); game.addChild(treeSeedling); treeGrowthStage = 'Normal'; treeGrowthStageText.setText('Growth Stage: ' + treeGrowthStage); } else { console.log("Not enough points to upgrade"); LK.getSound('insufficient_sound').play(); } }; // Add click logic to all tree assets function addTreeClickLogic(treeAsset) { treeAsset.down = function (x, y, obj) { // Increase points points += 1; LK.getSound('Click').play(); pointsText.setText('Points: ' + points); // Apply drop effect LK.effects.flashObject(treeAsset, 0x000000, 500); }; } // Apply click logic to all tree assets addTreeClickLogic(treeSeedling); addTreeClickLogic(LK.getAsset('Tree_big', { anchorX: 0.5, anchorY: 1.0, x: 2048 / 2, y: 2732 })); addTreeClickLogic(LK.getAsset('Giant_tree', { anchorX: 0.5, anchorY: 1.0, x: 2048 / 2, y: 2732 })); addTreeClickLogic(LK.getAsset('Colossal_tree', { anchorX: 0.5, anchorY: 1.0, x: 2048 / 2, y: 2732 })); // 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 upgrade var upgradeCost = 100; // Variable to track points per second var pointsPerSecond = 0; // 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); ;
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB
});
/****
* Game Code
****/
// Function to increment points based on pointsPerSecond
function incrementPoints() {
points += pointsPerSecond;
pointsText.setText('Points: ' + points);
// Check if points have reached the threshold for normal tree stage
if (points >= 100 && treeGrowthStage === 'Seedling') {
// Change tree stage to normal tree
treeSeedling.destroy();
treeSeedling = LK.getAsset('Tree_normal', {
anchorX: 0.5,
anchorY: 1.0,
x: 2048 / 2,
y: 2732
});
game.addChild(treeSeedling);
treeGrowthStage = 'Normal';
treeGrowthStageText.setText('Growth Stage: ' + treeGrowthStage);
}
}
// 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();
}
};
// 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 >= 200) {
LK.getSound('Buy_upgrade_2').play();
points -= 200;
upgradeCostText2.setText('Cost: ' + Math.ceil(200 * 1.5));
pointsText.setText('Points: ' + points);
// Increase points per second
pointsPerSecond += 3; // UpgradeButton2 gives more points per second
// Flash screen white for 500ms
LK.effects.flashScreen(0xFFFFFF, 500);
// Change tree stage to normal tree
treeSeedling.destroy();
treeSeedling = LK.getAsset('Tree_normal', {
anchorX: 0.5,
anchorY: 1.0,
x: 2048 / 2,
y: 2732
});
game.addChild(treeSeedling);
treeGrowthStage = 'Normal';
treeGrowthStageText.setText('Growth Stage: ' + treeGrowthStage);
} else {
console.log("Not enough points to upgrade");
LK.getSound('insufficient_sound').play();
}
};
// Add click logic to all tree assets
function addTreeClickLogic(treeAsset) {
treeAsset.down = function (x, y, obj) {
// Increase points
points += 1;
LK.getSound('Click').play();
pointsText.setText('Points: ' + points);
// Apply drop effect
LK.effects.flashObject(treeAsset, 0x000000, 500);
};
}
// Apply click logic to all tree assets
addTreeClickLogic(treeSeedling);
addTreeClickLogic(LK.getAsset('Tree_big', {
anchorX: 0.5,
anchorY: 1.0,
x: 2048 / 2,
y: 2732
}));
addTreeClickLogic(LK.getAsset('Giant_tree', {
anchorX: 0.5,
anchorY: 1.0,
x: 2048 / 2,
y: 2732
}));
addTreeClickLogic(LK.getAsset('Colossal_tree', {
anchorX: 0.5,
anchorY: 1.0,
x: 2048 / 2,
y: 2732
}));
// 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 upgrade
var upgradeCost = 100;
// Variable to track points per second
var pointsPerSecond = 0;
// 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);
;
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