User prompt
1000 points = normal tree. 29000 points = big tree. 100000 = giant tree. 1 million = colossal tree
User prompt
Why i cant buy the watering can? fix this
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
User prompt
make the tree asset change depending on the tree's growth stage
User prompt
put upgrade 3 below the second one. upgrade 3 is named soil. And costs 1000
User prompt
Please fix the bug: 'Uncaught ReferenceError: upgradeCost3 is not defined' in or related to this line: 'if (points >= upgradeCost3) {' Line Number: 181
User prompt
Add the custom buy upgrade to upgrade 3
User prompt
make the soil 15 points per second
User prompt
Add the bg
User prompt
when you get 1550 points, the bg changes to bg 2
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
The bg is not chanching
User prompt
make the game also save your progress ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
When you return to the game, the game says welcome!
User prompt
When you return to the game, the game says welcome again!
User prompt
The tree dont grow
User prompt
I cant buy upgrades
User prompt
No storage ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
the tree does not grow
===================================================================
--- original.js
+++ change.js
@@ -1,16 +1,5 @@
/****
-* Plugins
-****/
-var storage = LK.import("@upit/storage.v1", {
- points: 0,
- upgradeCost: 100,
- upgradeCost2: 200,
- upgradeCost3: 1000,
- pointsPerSecond: 0
-});
-
-/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB
@@ -18,17 +7,8 @@
/****
* Game Code
****/
-// Display a welcome message when the game is loaded
-var welcomeText = new Text2('Welcome back!', {
- size: 100,
- fill: 0xFFFFFF
-});
-welcomeText.anchor.set(0.5, 0.5);
-welcomeText.x = 2048 / 2;
-welcomeText.y = 2732 / 2;
-game.addChild(welcomeText);
// Add background image to the game
var background = LK.getAsset('bg1', {
anchorX: 0.5,
anchorY: 0.5,
@@ -39,24 +19,48 @@
// Function to increment points based on pointsPerSecond
function incrementPoints() {
points += pointsPerSecond;
pointsText.setText('Points: ' + points);
- storage.points = points;
- if (points >= 1000000) {
+ if (points >= 1550 && background.texture !== LK.getAsset('Bg2', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ }).texture) {
+ background.texture = LK.getAsset('Bg2', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ }).texture;
+ background.x = 2048 / 2;
+ background.y = 2732 / 2;
+ } else if (points >= 1000000) {
treeGrowthStageText.setText('Growth Stage: Colossal');
- treeSeedling.texture = LK.getAsset('Colossal_tree', {}).texture;
+ treeSeedling.texture = LK.getAsset('Colossal_tree', {
+ anchorX: 0.5,
+ anchorY: 1.0
+ }).texture;
} else if (points >= 100000) {
treeGrowthStageText.setText('Growth Stage: Giant');
- treeSeedling.texture = LK.getAsset('Giant_tree', {}).texture;
+ treeSeedling.texture = LK.getAsset('Giant_tree', {
+ anchorX: 0.5,
+ anchorY: 1.0
+ }).texture;
} else if (points >= 29000) {
treeGrowthStageText.setText('Growth Stage: Big');
- treeSeedling.texture = LK.getAsset('Tree_big', {}).texture;
+ treeSeedling.texture = LK.getAsset('Tree_big', {
+ anchorX: 0.5,
+ anchorY: 1.0
+ }).texture;
} else if (points >= 1000) {
treeGrowthStageText.setText('Growth Stage: Normal');
- treeSeedling.texture = LK.getAsset('Tree_normal', {}).texture;
+ treeSeedling.texture = LK.getAsset('Tree_normal', {
+ anchorX: 0.5,
+ anchorY: 1.0
+ }).texture;
} else {
treeGrowthStageText.setText('Growth Stage: Seedling');
- treeSeedling.texture = LK.getAsset('tree', {}).texture;
+ treeSeedling.texture = LK.getAsset('tree', {
+ anchorX: 0.5,
+ anchorY: 1.0
+ }).texture;
}
}
// Set an interval to call incrementPoints every second
LK.setInterval(incrementPoints, 1000);
@@ -140,18 +144,16 @@
// Logic for upgrading the tree
console.log("Upgrade button pressed");
// Apply drop effect
LK.effects.flashObject(upgradeButton, 0x000000, 500);
- if (points >= storage.upgradeCost) {
+ if (points >= upgradeCost) {
LK.getSound('Buy_upgrade').play();
- points -= storage.upgradeCost;
- storage.upgradeCost *= 1.5; // Increase the cost by 50%
- upgradeCostText.setText('Cost: ' + Math.ceil(storage.upgradeCost));
+ points -= upgradeCost;
+ upgradeCost *= 1.5; // Increase the cost by 50%
+ upgradeCostText.setText('Cost: ' + Math.ceil(upgradeCost));
pointsText.setText('Points: ' + points);
- storage.points = points;
- storage.pointsPerSecond += 1;
// Increase points per second
- pointsPerSecond = storage.pointsPerSecond;
+ 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();
@@ -188,17 +190,16 @@
// Logic for upgrading the tree
console.log("Upgrade button 3 pressed");
// Apply drop effect
LK.effects.flashObject(upgradeButton3, 0x000000, 500);
- if (points >= storage.upgradeCost3) {
+ if (points >= upgradeCost3) {
LK.getSound('Buy_upgrade_3').play();
- points -= storage.upgradeCost3;
- storage.upgradeCost3 *= 2; // Increase the cost by 100%
- upgradeCostText3.setText('Cost: ' + Math.ceil(storage.upgradeCost3));
+ points -= upgradeCost3;
+ upgradeCost3 *= 2; // Increase the cost by 100%
+ upgradeCostText3.setText('Cost: ' + Math.ceil(upgradeCost3));
pointsText.setText('Points: ' + points);
- storage.points = points;
- storage.pointsPerSecond += 15; // UpgradeButton3 gives more points per second
- pointsPerSecond = storage.pointsPerSecond;
+ // 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();
@@ -209,17 +210,16 @@
// Logic for upgrading the tree
console.log("Upgrade button 2 pressed");
// Apply drop effect
LK.effects.flashObject(upgradeButton2, 0x000000, 500);
- if (points >= storage.upgradeCost2) {
+ if (points >= upgradeCost2) {
LK.getSound('Buy_upgrade_2').play();
- points -= storage.upgradeCost2;
- storage.upgradeCost2 *= 2; // Increase the cost by 100%
- upgradeCostText2.setText('Cost: ' + Math.ceil(storage.upgradeCost2));
+ points -= upgradeCost2;
+ upgradeCost2 *= 2; // Increase the cost by 100%
+ upgradeCostText2.setText('Cost: ' + Math.ceil(upgradeCost2));
pointsText.setText('Points: ' + points);
- storage.points = points;
- storage.pointsPerSecond += 3; // UpgradeButton2 gives more points per second
- pointsPerSecond = storage.pointsPerSecond;
+ // 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();
@@ -236,17 +236,17 @@
};
// Variable to track the growth stage of the tree
var treeGrowthStage = getTreeGrowthStage(treeSeedling);
// Variable to track points
-var points = storage.points;
+var points = 0;
// Variable to track the cost of the first upgrade
-var upgradeCost = storage.upgradeCost;
+var upgradeCost = 100;
// Variable to track the cost of the second upgrade
-var upgradeCost2 = storage.upgradeCost2;
+var upgradeCost2 = 200;
// Variable to track points per second
-var pointsPerSecond = storage.pointsPerSecond;
+var pointsPerSecond = 0;
// Variable to track the cost of the third upgrade
-var upgradeCost3 = storage.upgradeCost3;
+var upgradeCost3 = 1000;
// Function to update the X position of points
function updatePointsX(newX) {
pointsText.x = newX;
}
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