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Please fix the bug: 'Script error.' in or related to this line: 'storage.gameStatus = {' Line Number: 538 āŖš” Consider importing and using the following plugins: @upit/storage.v1
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Please fix the bug: 'Script error.' in or related to this line: 'storage.gameStatus = gameStatus;' Line Number: 439 āŖš” Consider importing and using the following plugins: @upit/storage.v1
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Use the storage plugin to save `gameStatus` when a new fish is added, money changed or an item is bought in shop. āŖš” Consider importing and using the following plugins: @upit/storage.v1
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The last fish on the cast screen is stuck, fix that
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'hasAI')' in or related to this line: 'if (!self.hasAI) {' Line Number: 259
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'margin')' in or related to this line: 'self.x = self.margin + Math.random() * (2048 - self.margin * 2);' Line Number: 234
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'margin')' in or related to this line: 'self.x = self.margin + Math.random() * (2048 - self.margin * 2);' Line Number: 234
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destroy the fish from the cast screen when it closes
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I added a `background` parameter to the button config, this is the asset id for the button background, this is also the asset id for the pressed button background, just prefix 'Pressed'.
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Remove the level number at max level
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When `maxValue` or `maxLevel` is reached, disable the button, and display that it is max level.
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fix fishRateShop calculateValue
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/**** * Classes ****/ var Button = Container.expand(function (onPress, config) { var self = Container.call(this); self.onPress = onPress; self.isPressed = false; self.id = config.id; self.disable = false; if (config.size) { var buttonWidth = config.size; var buttonHeight = config.size; } else { var buttonWidth = config.width; var buttonHeight = config.height; } self.textSize = config.textSize | Math.max(buttonWidth, buttonHeight) / 5; var background = self.attachAsset('buttonBackground', { width: buttonWidth, height: buttonHeight }); var backgroundPressed = self.attachAsset('buttonBackgroundPressed', { visible: false, width: buttonWidth, height: buttonHeight }); self.text = config.text; var buttonText = new Text2(self.text, { size: self.textSize, fill: 0xFFFFFF, weight: 700 }); buttonText.anchor.set(0.5, 0.5); buttonText.x = buttonWidth / 2; buttonText.y = buttonHeight / 2; self.addChild(buttonText); self.down = function (x, y, obj) { if (self.disable) { return; } if (self.onPress) { // If onPress return false, then the button won't do the animation if (!self.onPress(self)) { return; } } self.isPressed = true; background.visible = false; backgroundPressed.visible = true; currentButton = self; }; self.up = function (x, y, obj) { self.isPressed = false; background.visible = true; backgroundPressed.visible = false; }; self.setDisable = function (disable) { self.disable = disable; background.tint = disable ? 0xAAAAAA : 0xFFFFFF; buttonText.tint = disable ? 0xAAAAAA : 0xFFFFFF; }; return self; }); // ButtonShop width and height is fixed. var ButtonShop = Button.expand(function (config) { var self = Button.call(this, null, { width: 818, height: 335 }); self.config = config; // Initialize shop level in gameStatus if not exists if (!gameStatus.shopLevel[config.value]) { gameStatus.shopLevel[config.value] = 1; } // Get current cost based on level self.calculateCost = function () { var cost = config.baseCost; for (var i = 1; i < gameStatus.shopLevel[config.value]; i++) { if (config.calculateCost) { cost = config.calculateCost(i); } else { cost = Math.ceil(cost * 1.5); } } return cost; }; // Get current value based on level self.calculateValue = function () { if (config.calculateValue) { return config.calculateValue(gameStatus.shopLevel[config.value]); } return gameStatus.shopLevel[config.value]; }; // Create label text self.labelText = new Text2(config.label + " LV: ", { size: 60, fill: 0xFFFFFF, weight: 700 }); self.labelText.anchor.set(0.5, 0.5); self.labelText.x = 818 / 2; self.labelText.y = 335 / 2 - 50; self.addChild(self.labelText); // Calculate initial cost before creating cost text self.cost = self.calculateCost(); // Create cost text self.costText = new Text2("Cost: " + formatMoney(self.cost), { size: 100, fill: 0xC7FFC7, weight: 700 }); self.costText.anchor.set(0.5, 0.5); self.costText.x = 818 / 2; self.costText.y = 335 / 2 + 30; self.addChild(self.costText); self.updateDisplay = function () { var costText = formatMoney(self.cost); self.costText.setText("Cost: " + costText); self.labelText.setText(config.label + ": LV " + gameStatus.shopLevel[config.value]); }; self.onPress = function () { var currentCost = self.cost; if (gameStatus.money >= currentCost) { gameStatus.money -= currentCost; gameStatus.shopLevel[config.value]++; // Update the game status value based on the new level gameStatus[config.value] = self.calculateValue(); self.cost = self.calculateCost(); console.log(gameStatus[config.value]); gameStatus.updateMoney(); self.updateDisplay(); } return true; }; // Initialize game status value gameStatus[config.value] = self.calculateValue(); self.updateDisplay(); return self; }); var Fish = Container.expand(function (fishType) { var self = Container.call(this); // Store fish type if (fishType) { self.fishType = fishType; } else { throw "You must add a fish type."; } // Create fish visual var fishGraphics = self.attachAsset(self.fishType, { anchorX: 0.5, anchorY: 0.5 }); // Swimming properties self.speed = 2 + Math.random() * 3; // Random speed between 2-5 self.direction = Math.random() * Math.PI * 2; // Random initial direction self.turnSpeed = 0.02 + Math.random() * 0.03; // How fast fish can turn self.targetDirection = self.direction; self.wobbleAmount = 0.1 + Math.random() * 0.2; // Slight wobble for natural movement self.wobbleSpeed = 0.05 + Math.random() * 0.05; self.wobbleOffset = Math.random() * Math.PI * 2; // Boundaries with margin self.margin = 100; // Initialize position self.randomPosition = function () { self.x = self.margin + Math.random() * (2048 - self.margin * 2); self.y = self.margin + Math.random() * (2732 - self.margin * 2); }; self.format = function () { if (self.rate.toFixed(2) <= 0.5) { var rate = "frame"; } else { var rate = formatTime(self.rate, 2); } return formatMoney(self.value) + " every " + rate; }; self.destroy = function () { if (self.incomeTimer) { LK.clearInterval(self.incomeTimer); self.incomeTimer = null; } Container.prototype.destroy.call(self); self = undefined; }; self.update = function () { if (!self.hasAI) { return; } // Add wobble to movement var wobble = Math.sin(LK.ticks * self.wobbleSpeed + self.wobbleOffset) * self.wobbleAmount; // Gradually turn towards target direction var directionDiff = self.targetDirection - self.direction; // Normalize angle difference to -PI to PI while (directionDiff > Math.PI) { directionDiff -= Math.PI * 2; } while (directionDiff < -Math.PI) { directionDiff += Math.PI * 2; } self.direction += directionDiff * self.turnSpeed; // Move fish self.x += Math.cos(self.direction + wobble) * self.speed; self.y += Math.sin(self.direction + wobble) * self.speed; // Face the direction of movement fishGraphics.rotation = self.direction; // Check boundaries and change direction var turnAwayForce = 0.1; var boundaryDistance = 200; if (self.x < self.margin + boundaryDistance) { self.targetDirection = 0; // Turn right } else if (self.x > 2048 - self.margin - boundaryDistance) { self.targetDirection = Math.PI; // Turn left } if (self.y < self.margin + boundaryDistance) { self.targetDirection = Math.PI / 2; // Turn down } else if (self.y > 2732 - self.margin - boundaryDistance - 200) { self.targetDirection = -Math.PI / 2; // Turn up } // Occasionally change direction randomly if (Math.random() < 0.005) { // 0.5% chance per frame self.targetDirection = Math.random() * Math.PI * 2; } // Keep fish within bounds (hard limit) self.x = Math.max(self.margin, Math.min(2048 - self.margin, self.x)); self.y = Math.max(self.margin, Math.min(2732 - self.margin, self.y)); }; return self; }); // Anything stored in GameStatus will be saved var GameStatus = Container.expand(function () { var self = Container.call(this); self.money = Infinity; self.fishes = []; self.bait = 20; self.baitTimer = 300; self.fishValue = 1; self.fishMax = 3; self.fishRate = 3.6e+6; self.shopLevel = { fishRate: 1 }; self.fishesAtCapacity = function () { return self.fishes.length >= self.fishMax; }; self.formatMoney = function () { if (self.money === Infinity) { return "$Infinity"; } var str = "$"; if (self.money >= 1000) { suffixes = ["K", "M", "B", "T", "Qa", "Qi", "Sx", "Sp", "Oc", "No", "De"]; var digits = countNumber(self.money); var sf = suffixes[Math.floor((digits - 1) / 3) - 1]; if (sf === undefined) { str += String(self.money.toExponential(2)); } else { str += (self.money / Math.pow(10, Math.floor((digits - 1) / 3) * 3)).toFixed(2) + sf; } } else { str += self.money.toFixed(2); } return str; }; self.updateMoney = function () { if (self.children.length > 0) { self.removeChildAt(0); } var moneyText = new Text2(self.formatMoney(), { size: 125, fill: 0xD7FFD7, weight: 750 }); moneyText.y = 50; moneyText.x = 50; self.addChildAt(moneyText, 0); }; self.updateMoney(); return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x83C7FF }); /**** * Game Code ****/ function countNumber(number) { return Math.floor(Math.log10(Math.abs(number))) + 1; } function formatTime(time, point) { time = time / 1000; var str = ""; if (time > 3600) { str += String((time / 3600).toFixed(point)) + " hour"; } else if (time > 60) { str += String((time / 60).toFixed(point)) + " minute"; } else { str += String(time.toFixed(point)) + " second"; } if (time != 1) { str += "s"; } return str; } function formatMoney(money) { if (money === Infinity) { return "$Infinity"; } var str = "$"; if (money >= 1000) { var suffixes = ["K", "M", "B", "T", "Qa", "Qi", "Sx", "Sp", "Oc", "No", "De"]; var digits = countNumber(money); var sf = suffixes[Math.floor((digits - 1) / 3) - 1]; if (sf === undefined) { str += String(money.toExponential(2)); } else { str += (money / Math.pow(10, Math.floor((digits - 1) / 3) * 3)).toFixed(2) + sf; } } else { str += money.toFixed(2); } return str; } function normalRandom(min, max, skew) { skew = skew | 1; var u = 0, v = 0; while (u === 0) { u = Math.random(); } while (v === 0) { v = Math.random(); } var num = Math.sqrt(-2.0 * Math.log(u)) * Math.cos(2.0 * Math.PI * v); num = num / 10.0 + 0.5; if (num > 1 || num < 0) { num = normalRandom(min, max, skew); } else { num = Math.pow(num, skew); num *= max - min; num += min; } return num; } var shine; var shine2; var gameStatus = new GameStatus(); var tabLayout = {}; var fishTypes = ['blueFish', 'greenFish', 'pinkFish', 'redFish']; function addFish(fish) { gameStatus.caughtFish.scaleX = 1; gameStatus.caughtFish.scaleY = 1; fish.randomPosition(); gameStatus.fishes.push(fish); fishLayer.addChild(fish); // Add interval timer for this fish fish.incomeTimer = LK.setInterval(function () { gameStatus.money += fish.value; gameStatus.updateMoney(); }, fish.rate); } function randomFish(value, rate) { if (value === undefined) { var r = 0; var v = 0; } else { var r = normalRandom(rate / 1.1, rate * 1.1); var v = Number(normalRandom(value / 1.5, value * 1.5).toFixed(2)); if (r < 0) { r = 0; } } var randomType = fishTypes[Math.floor(Math.random() * fishTypes.length)]; var fish = new Fish(randomType); fish.value = v; fish.rate = r; return fish; } // Initialise the cast screen var castLayer = new Container(); castLayer.visible = false; castLayer.attachAsset('castBackground', { alpha: 0.5 }); var text = new Text2("You caught a fish!", { size: 150, fill: 0xFFFFFF, weight: 700 }); text.x = 2048 / 2 - text.width / 2; text.y = 2732 / 2 - 900; castLayer.addChild(text); var fishText; function hideCast() { game.removeChild(gameStatus.caughtFish); shine.destroy(); shine2.destroy(); fishText.destroy(); castLayer.visible = false; } var keepButton = new Button(function () { hideCast(); gameStatus.caughtFish.hasAI = true; addFish(gameStatus.caughtFish); castLayer.visible = false; gameStatus.caughtFish = undefined; }, { text: "Keep", width: 818, height: 335 }); keepButton.x = 2048 / 2 - 818 - 50; keepButton.y = 2732 / 2 + 900; castLayer.addChild(keepButton); var sellButton = new Button(function () { hideCast(); gameStatus.money += gameStatus.caughtFish.value; gameStatus.updateMoney(); gameStatus.caughtFish = undefined; }, { text: "Sell", width: 818, height: 335 }); sellButton.x = 2048 / 2 + 50; sellButton.y = 2732 / 2 + 900; castLayer.addChild(sellButton); var closeButton = new Button(hideCast, { size: 150, text: "X" }); closeButton.x = 2048 - 250; closeButton.y = 50; castLayer.addChild(closeButton); var passiveIncome = new Text2("Passive Income:", { size: 125, fill: 0xFFFFFF, weight: 700 }); passiveIncome.x = 2048 / 2; passiveIncome.y = 2732 / 2 - 800 + text.height; passiveIncome.anchor.set(0.5, 0); castLayer.addChild(passiveIncome); game.addChild(castLayer); function cast() { if (gameStatus.caughtFish === undefined) { gameStatus.bait--; gameStatus.caughtFish = randomFish(gameStatus.fishValue, gameStatus.fishRate); // Update bait counter baitText.setText("Bait: " + gameStatus.bait + "/20"); } keepButton.setDisable(gameStatus.fishesAtCapacity()); shine = LK.getAsset('shine', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.8, scaleY: 1.8, alpha: 0.7 }); shine.x = 2048 / 2; shine.y = 2732 / 2 + 300; shine.rotation = 0; castLayer.addChild(shine); shine2 = LK.getAsset('shine', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5, alpha: 0.5 }); shine2.x = 2048 / 2; shine2.y = 2732 / 2 + 300; shine2.rotation = 0; castLayer.addChild(shine2); // Render fish on cast screen gameStatus.caughtFish.x = 2048 / 2; gameStatus.caughtFish.y = 2732 / 2 + 300; gameStatus.caughtFish.scaleX = 2; gameStatus.caughtFish.scaleY = 2; gameStatus.caughtFish.hasAI = false; castLayer.addChild(gameStatus.caughtFish); fishText = new Text2(gameStatus.caughtFish.format(), { size: 125, fill: 0xC7FFC7, weight: 750 }); fishText.x = 2048 / 2; fishText.y = 2732 / 2 - 790 + passiveIncome.height + text.height; fishText.anchor.set(0.5, 0); castLayer.addChild(fishText); // Display the cast screen castLayer.visible = true; hideTab(); } function hideTab() { tabBackground.visible = false; if (currTab) { tabLayout[currTab].visible = false; currTab = null; } } function updateFishesDisplay() { if (currTab !== 'fishes') { return; } fishesHeader.setText('Capacity: ' + gameStatus.fishes.length + '/' + gameStatus.fishMax); fishesHeader.x = (946 - fishesHeader.width) / 2; // Clear previous fish display - properly destroy assets first while (tabLayout.fishes.children.length > 1) { var childToRemove = tabLayout.fishes.children[tabLayout.fishes.children.length - 1]; if (childToRemove.destroy) { childToRemove.destroy(); } else { tabLayout.fishes.removeChildAt(tabLayout.fishes.children.length - 1); } } // Display each fish var yOffset = 230; for (var i = 0; i < gameStatus.fishes.length; i++) { var fish = gameStatus.fishes[i]; // Fish icon var fishIcon = LK.getAsset(fish.fishType, {}); fishIcon.scale.set(0.75); fishIcon.x = 100; fishIcon.y = yOffset; tabLayout.fishes.addChild(fishIcon); // Fish info text var fishInfo = new Text2(fish.format(), { size: 60, fill: 0xFFFFFF, weight: 600 }); fishInfo.anchor.set(0, 0.5); fishInfo.x = 100; fishInfo.y = yOffset + fishIcon.height + 22; tabLayout.fishes.addChild(fishInfo); // Sell button for this fish var sellFishButton = new Button(function (fishIndex) { return function () { var fishToSell = gameStatus.fishes[fishIndex]; // Add money from selling gameStatus.money += fishToSell.value; gameStatus.updateMoney(); // Remove fish from array and destroy gameStatus.fishes.splice(fishIndex, 1); fishToSell.destroy(); // Update the fishes display updateFishesDisplay(); return true; }; }(i), { text: "Sell", width: 250, height: 90 }); sellFishButton.x = 600; sellFishButton.y = yOffset + fishIcon.height / 2 - 60; tabLayout.fishes.addChild(sellFishButton); yOffset += fishIcon.height + fishInfo.height + 25; // Add separator if (i < gameStatus.fishes.length - 1) { var separator = LK.getAsset('separator', {}); separator.x = 85; separator.y = yOffset; tabLayout.fishes.addChild(separator); yOffset += separator.height + 20; } } } var currTab; function tabPressed(button) { if (castLayer.visible) { return false; } tabBackground.visible = true; if (currTab == button.id) { return; } if (currTab) { tabLayout[currTab].visible = false; } currTab = button.id; tabLayout[button.id].visible = true; if (gameStatus.bait <= 0) { castButton.setDisable(true); } if (currTab == 'fishes') { updateFishesDisplay(); } return true; } var tabLayer = new Container(); var tabBackground = new Container(); var tabElements = new Container(); tabLayout.cast = tabElements.addChild(new Container()); tabLayout.cast.visible = false; tabLayout.fishes = tabElements.addChild(new Container()); tabLayout.fishes.visible = false; tabLayout.shop = tabElements.addChild(new Container()); tabLayout.shop.visible = false; var baitText = new Text2("Bait: " + gameStatus.bait + "/20", { size: 100, fill: 0xFFFFFF, weight: 700 }); baitText.x = (946 - baitText.width) / 2; baitText.y = 70; tabLayout.cast.addChild(baitText); var baitTimerText = new Text2("", { size: 80, fill: 0xFFFFFF, weight: 600 }); baitTimerText.x = (946 - baitTimerText.width) / 2; baitTimerText.y = baitText.y + baitText.height + 10; tabLayout.cast.addChild(baitTimerText); var castButton = new Button(cast, { width: 818, height: 335, text: "Cast" }); castButton.x = (946 - 818) / 2; castButton.y = 95 + baitText.height; tabLayout.cast.addChild(castButton); var fishesHeader = new Text2('Capacity: ', { size: 100, fill: 0xFFFFFF, weight: 700 }); fishesHeader.x = (946 - fishesHeader.width) / 2; fishesHeader.y = 70; tabLayout.fishes.addChild(fishesHeader); var fishValueShop = new ButtonShop({ value: 'fishValue', baseCost: 1, label: 'Caught Fish Value' }); fishValueShop.x = (946 - 818) / 2; fishValueShop.y = 70; var fishValueShop = new ButtonShop({ value: 'fishValue', baseCost: 1, label: 'Caught Fish Value' }); fishValueShop.x = (946 - 818) / 2; fishValueShop.y = 70; tabLayout.shop.addChild(fishValueShop); var fishRateShop = new ButtonShop({ value: 'fishRate', baseCost: 100, label: 'Caught Fish Rate', maxLevel: 190, calculateValue: function calculateValue(level) { // Use exponential decay: rate decreases a lot at first, then less at higher levels // Lower rate = faster income generation (better for player) var baseRate = 3.6e+6; var decayRate = 0.85; // More aggressive decay rate // Direct exponential decay - rate gets smaller (better) as level increases var currentRate = baseRate * Math.pow(decayRate, level - 1); return Math.max(100, currentRate); // Minimum rate of 100ms } }); fishRateShop.x = (946 - 818) / 2; fishRateShop.y = 70 + 25 + 335 * 1; tabLayout.shop.addChild(fishRateShop); var fishMaxShop = new ButtonShop({ value: 'fishMax', baseCost: 2500, label: 'Fish Capacity', maxValue: 8, calculateValue: function calculateValue(level) { return Math.min(8, level * 3); } }); fishMaxShop.x = (946 - 818) / 2; fishMaxShop.y = 70 + (335 + 25) * 2; tabLayout.shop.addChild(fishMaxShop); tabLayer.addChild(tabBackground); tabLayer.addChild(tabElements); tabBackground.x = 2048 - 976; tabBackground.y = 25; tabElements.x = 2048 - 976; tabElements.y = 25; tabBackground.visible = false; tabBackground.attachAsset('tabBackgroundTL', {}); tabBackground.attachAsset('tabBackgroundBL', { y: 1155 }); tabBackground.attachAsset('tabBackgroundBR', { x: 473, y: 1155 }); tabBackground.attachAsset('tabBackgroundTR', { x: 473 }); var castTab = new Button(tabPressed, { size: 300, text: "cast", id: "cast" }); castTab.x = 2048 - 325 * 3; castTab.y = 2732 - 325; tabLayer.addChild(castTab); var fishesTab = new Button(tabPressed, { size: 300, text: "fishes", id: "fishes" }); fishesTab.x = 2048 - 325 * 2; fishesTab.y = 2732 - 325; tabLayer.addChild(fishesTab); var shopTab = new Button(tabPressed, { size: 300, text: "shop", id: "shop" }); shopTab.x = 2048 - 325; shopTab.y = 2732 - 325; tabLayer.addChild(shopTab); var fishLayer = new Container(); game.addChild(fishLayer); var fishes = []; game.attachAsset('waterBackground', {}); game.addChild(fishLayer); game.addChild(gameStatus); game.addChild(tabLayer); game.addChild(castLayer); // Bait regeneration timer LK.setInterval(function () { // Only decrease timer if bait is not at maximum if (gameStatus.bait < 20) { gameStatus.baitTimer--; // When timer reaches 0, increase bait and reset timer if (gameStatus.baitTimer <= 0) { gameStatus.bait++; gameStatus.baitTimer = 300; // Update bait display baitText.setText("Bait: " + gameStatus.bait + "/20"); // Re-enable cast button if we have bait now if (gameStatus.bait > 0) { castButton.setDisable(false); } } // Update timer display var minutes = Math.floor(gameStatus.baitTimer / 60); var seconds = gameStatus.baitTimer % 60; var timerString = minutes + ":" + (seconds < 10 ? "0" : "") + seconds; baitTimerText.setText("Next bait in: " + timerString); baitTimerText.x = (946 - baitTimerText.width) / 2; castButton.y = 95 + baitText.height + baitTimerText.height; } if (gameStatus.bait >= 20) { // Hide timer when bait is at maximum baitTimerText.setText(""); castButton.y = 95 + baitText.height; } }, 1000); // Run every 1000ms (1 second) game.update = function () { // Rotate shine clockwise if visible if (shine) { shine.rotation += 0.01; // Rotate clockwise } if (shine2) { shine2.rotation -= 0.0075; // Rotate anti-clockwise, slower } }; game.down = function (x, y, obj) { if (tabBackground.x > x) { hideTab(); } };
===================================================================
--- original.js
+++ change.js
@@ -652,17 +652,17 @@
var fishRateShop = new ButtonShop({
value: 'fishRate',
baseCost: 100,
label: 'Caught Fish Rate',
- minValue: 0.5,
+ maxLevel: 190,
calculateValue: function calculateValue(level) {
- // Use exponential decay: decreases a lot at first, then less at higher levels
- // The formula: base * (decay_rate ^ (level - 1))
- // We subtract from base to invert it (lower is better for rate)
+ // Use exponential decay: rate decreases a lot at first, then less at higher levels
+ // Lower rate = faster income generation (better for player)
var baseRate = 3.6e+6;
- var decayRate = 0.9;
- var reduction = baseRate * Math.max(1 - Math.pow(decayRate, level - 1), 1);
- return Math.max(0, baseRate - reduction);
+ var decayRate = 0.85; // More aggressive decay rate
+ // Direct exponential decay - rate gets smaller (better) as level increases
+ var currentRate = baseRate * Math.pow(decayRate, level - 1);
+ return Math.max(100, currentRate); // Minimum rate of 100ms
}
});
fishRateShop.x = (946 - 818) / 2;
fishRateShop.y = 70 + 25 + 335 * 1;
@@ -670,11 +670,9 @@
var fishMaxShop = new ButtonShop({
value: 'fishMax',
baseCost: 2500,
label: 'Fish Capacity',
- isMax: function isMax(self) {
- return gameStatus[self.value] === 8;
- },
+ maxValue: 8,
calculateValue: function calculateValue(level) {
return Math.min(8, level * 3);
}
});